Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Incarnum in Pathfinder
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="paradox42" data-source="post: 6134129" data-attributes="member: 29746"><p><strong>Soulborn Archetypes</strong></p><p></p><p>Nobody but me has come up with Archetypes for these PF Incarnum classes, or at any rate if the other two have then they haven't told me about them. Since the Soulborn changes from my post on page 1 of this thread were very short and small, I figure I can just leave off with making a whole new table for the class and go straight to detailing the two Archetypes I came up with. Certainly, these aren't the only ways one could go; in fact, it was an attempt to come up with an "Elemental Soulborn Archetype" that led to the creation of the Elementborn (detailed in a separate post above).</p><p></p><p>But these two are fairly simple. Purist was relatively easy: the <strong>Xenophobe</strong> I think is more interesting, particularly for a villain or an Evil-aligned game. I wonder how a Xenophobe would do in the Way of the Wicked AP? I haven't played it or even read through most of it, so I have no basis on which to judge. But I'd love to see one played, regardless of AP or dungeon, even if only to see how it turns out.</p><p></p><p>The Archetypes:</p><p></p><p> <strong>Purist:</strong> </p><p> A few who take up the calling of the Soulborn are not extremists in the standard sense; that is, they do not espouse the extreme alignments (such as Lawful Good or Chaotic Evil). Indeed, the existence of the Incarnate proves that people can be just as passionate about the pure alignments (such as Neutral Good or Lawful Neutral) as they can about the extreme ones. The Soulborns who feel this way have slightly different abilities than a standard Soulborn, as a result of their different convictions, and in some ways are closer to Incarnates than standard Soulborns are.</p><p></p><p></p><p> <strong>Class Features:</strong></p><p>All of the following are class features of the Purist Soulborn.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Alignment:</strong> A Purist can be of any Neutral alignment, including True Neutral, but cannot be any of the four extreme alignments (that is, the alignments that standard Soulborns have).<br /> This affects the available opposed alignments for the Purist's Detect Opposition and Smite Opposition abilities (a Purist has only one unless True Neutral, while normal Soulborns have two), and also affects the allies who can benefit from the Purist's Aura-based abilities (for example, a Neutral Good Purist Soulborn can help all allies who are not Evil). True Neutral Purists treat extreme alignments (Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil) as "opposed" for the purpose of using these abilities.</li> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> Purists add <em>Incarnate Avatar</em> and <em>Incarnate Weapon</em> to their class soulmeld list, and use them identically to Incarnates of the same alignment (for example, a Neutral Evil Purist Soulborn would use an Evil-aligned <em>Incarnate Avatar</em> and <em>Weapon</em>).</li> <li data-xf-list-type="ul"><strong>Incarnum Defense (Su):</strong> A Purist's Incarnum Defense differs from a standard Soulborn's, depending upon the character's alignment. The Incarnum Defenses for each allowed Purist alignment are listed below.<ul> <li data-xf-list-type="ul"><em>Neutral Good:</em> The Purist's eyes become a deep, multi-hued blue in color with no visible pupil or iris. The character becomes immune to the Nauseated condition (effects that would cause nausea render the character Sickened instead).</li> <li data-xf-list-type="ul"><em>Chaotic Neutral:</em> The Purist's eyes become orbs of a solid color that constantly changes, shifting hue every time the Purist blinks. The character becomes immune to the Stunned condition (effects that would cause Stunning render the character Staggered instead).</li> <li data-xf-list-type="ul"><em>Neutral Evil:</em> The Purist's eyes become solid purple, with no visible pupil or iris. The character becomes immune to Fear.</li> <li data-xf-list-type="ul"><em>Lawful Neutral:</em> The Purist's eyes become orbs of solid white. The character becomes immune to the COnfused condition and all forms of Insanity.</li> <li data-xf-list-type="ul"><em>True Neutral:</em> The Purist's eyes become deep nut-brown orbs. The character becomes immune to Blindness and the Dazzled condition.</li> </ul></li> <li data-xf-list-type="ul"><strong>Pure Champion (Su):</strong> A 20th-level Purist becomes an Outsider with the alignment subtype matching his or her alignment, with True Neutral Purists gaining no alignment subtype (though unlike other Outsiders, the Purist 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 10/(opposed alignments), with True Neutral Purists gaining DR 10/Extreme-Aligned (which means that a weapon must have two alignment types, for example Chaotic and Good, to penetrate the DR). Furthermore, whenever the Purist 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 Purist's weapon automatically counts as an object the subject hates). After the damage and the <em>Banishment</em> are resolved, the Smite immediately ends.<br /> This ability replaces Champion Incarnate.</li> </ul><p></p><p> <strong>Xenophobe:</strong> </p><p> Rather than feeling passionate about alignments, and gaining a connection to unbodied souls thereby, some individuals feel a passion for their own race- and seek to defend it against all other creatures (and particularly, by hunting and killing those creatures) They gain similar powers to other Soulborns, but have a connection to the souls of ancestors (especially ancestors who died at the hands of some other race or creature type) rather than to the planes of morality and conviction. A true Xenophobe receives power from an incredible passion and zeal for his or her own race as a cosmic presence and force. This passion allows the Xenophobe to contact the souls of his or her people, whether long dead or as-yet unborn, and create Incarnum from them to use in aiding the crusade against others.</p><p></p><p></p><p> <strong>Class Features:</strong></p><p>All of the following are class features of the Xenophobe.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Alignment:</strong> A Xenophobe can be of any non-Good alignment, though most tend to be Evil because that morality best matches their personal life goals.</li> <li data-xf-list-type="ul"><strong>Aligned Soulmelds:</strong> Unlike standard Soulborns, Xenophobes are unrestricted in their selection of soulmelds- as long as those soulmelds are on the Soulborn list. They can shape soulmelds with any alignment descriptor or descriptors that they like, and many deliberately explore soulmeld combinations containing opposed alignment descriptors, such as <em>Armguards of Disruption</em> paired with <em>Gloves of the Poisoned Soul</em>.</li> <li data-xf-list-type="ul"><strong>Xenophobia (Ex):</strong> A Xenophobe character has a -5 penalty on Diplomacy checks that involve interaction with people and creatures other than his or her own race or nation, and cannot willingly travel or ally with any such creature(s) unless he or she first makes a Will save (DC 10 + the other creature's CHA modifier).</li> <li data-xf-list-type="ul"><strong>Favored Enemy (Ex):</strong> At 1st level, the Xenophobe selects a creature type from the Ranger Favored Enemies table (Core, page 64). He or she gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he or she gains a +2 bonus on weapon attack and damage rolls against them. A Xenophobe may make Knowledge skill checks untrained when attempting to identify these creatures.<br /> At 6th level and every 6 levels thereafter (12th, 18th, etc.), the Xenophobe may select an additional Favored Enemy. In addition, at each such interval, the bonus against any one Favored Enemy (including the one just selected, if desired) increases by +2.<br /> If the Xenophobe chooses Humanoids or Outsiders as a Favored Enemy, he or she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of Favored Enemy, the Xenophobe's bonuses do not stack; the character simply uses whichever bonus is highest.<br /> Unlike a Ranger, a Xenophobe is not allowed to pick Animal, Construct, Magical Beast, or Ooze as a Favored Enemy type until after he or she has already selected a different creature type as a Favored Enemy at a previous level. Also, a Xenophobe is <em>never</em> allowed to select his or her own creature type and subtype as a Favored Enemy (for example, a Human Xenophobe is never allowed to select Humanoid (Human) as a Favored Enemy type). If a Xenophobe character takes levels in Ranger, then he or she is allowed to break the first condition, but never the second- having any levels in Xenophobe prevents a character from ever having his or her own race as a Favored Enemy. Should a character who already has his or her own race as a Favored Enemy take a level of Xenophobe, then the Favored Enemy bonus for the character's own race is converted to a new Favored Enemy that he or she selects at 1st level; the old bonus against the character's own race is permanently lost.<br /> This ability replaces Detect Opposition and Incarnum Defense.</li> <li data-xf-list-type="ul"><strong>Smite Enemy (Su):</strong> Once per day, a Xenophobe can call upon the power of the souls of his or her race to aid in the struggle against his or her Favored Enemies. As a swift action, the Xenophobe chooses one target within sight to Smite. If this target's creature type (and subtype, if appropriate) is one of the Xenophobe's Favored Enemy selections, then the Xenophobe adds his or her CHA bonus (if any) to attack rolls, and his or her Xenophobe level to all damage rolls, against the target of the Smite. Smite Enemy attacks automatically bypass any DR the creature might possess. If the Xenophobe targets a creature that is <em>not</em> one of his or her Favored Enemy types, then the Smite is wasted with no effect.<br /> In addition, while Smite Enemy is in effect, the Xenophobe gains a Deflection bonus equal to his or her CHA modifier (if any) to AC against attacks made by the target of the Smite.<br /> The Smite Enemy effect remains until the target of the Smite is dead, or the next time the Xenophobe rests and regains his or her uses of this ability. At 4th level, and every three levels thereafter, the Xenophobe may Smite Enemy one additional time per day.<br /> This ability replaces Smite Opposition.</li> <li data-xf-list-type="ul"><strong>Share Hatred (Su):</strong> As a standard action, a Xenophobe can share the power of his or her hatred of Favored Enemies with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Aura) that do not themselves qualify as Favored Enemies of the Xenophobe. Affected creatures are granted the same bonuses against various Favored Enemies that the Xenophobe him/herself enjoys, for a number of rounds equal to 3 + the Xenophobe's CHA modifier. This bonus explicitly <em>does</em> stack with a Ranger's Favored Enemy bonus, if the Xenophobe happens to Share Hatred with a Ranger who has selected Favored Enemies matching those the Xenophobe has. The Xenophobe 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.).<br /> This ability replaces Share Incarnum Defense.</li> <li data-xf-list-type="ul"><strong>Aura of Conviction (Su):</strong> This ability works the same for a Xenophobe as it does for a Soulborn, except that the Xenophobe grants the benefit to allies which do not qualify as Favored Enemies to him or her (rather than being based upon the alignment of the allies, which is irrelevant to the Xenophobe)- and, of course, the Xenophobe spends two uses of Smite Enemy to grant the ability, rather than Smite Opposition.</li> <li data-xf-list-type="ul"><strong>Aura of Zeal (Su):</strong> At 18th level, the Xenophobe becomes immune to Compulsion effects. His or her attacks automatically bypass any alignment-based DR for any creatures for which he or she gains any Favored Enemy bonus, regardless of which alignment or alignments are actually required or involved; effectively, the Xenophobe's anti-(whatever) zeal is enough to afflict such targets as their anathematic alignments do. Any attack made by any ally of the Xenophobe within a radius of 5 feet (plus 5 per point of essentia invested in the Aura) is treated as similarly aligned, as long as that ally does not count as a creature on the Xenophobe's Favored Enemies list. Finally, all allies within the Aura radius who do not count as Favored Enemies to the Xenophobe gain a +4 morale bonus to Will saving throws against Compulsion effects. This ability functions only while the Xenophobe is conscious, not if the character is unconscious or dead.<br /> This ability replaces Aura of Inevitability.</li> <li data-xf-list-type="ul"><strong>Racial Paragon (Ex):</strong> At 20th level, the Xenophobe loses all Flaws he or she previously had, if any, and also gains DR 5/Adamantine. Furthermore, whenever the Xenophobe uses Smite Enemy against a foe, he or she can use a swift action during a round in which the Smite is active to give all of his or her weapons the Bane special quality against the creature type of the Smite's target. After the damage from that round's attacks (including the Bane effects) is resolved, the Smite immediately ends.<br /> This ability replaces Champion Incarnate.</li> </ul></blockquote><p></p>
[QUOTE="paradox42, post: 6134129, member: 29746"] [b]Soulborn Archetypes[/b] Nobody but me has come up with Archetypes for these PF Incarnum classes, or at any rate if the other two have then they haven't told me about them. Since the Soulborn changes from my post on page 1 of this thread were very short and small, I figure I can just leave off with making a whole new table for the class and go straight to detailing the two Archetypes I came up with. Certainly, these aren't the only ways one could go; in fact, it was an attempt to come up with an "Elemental Soulborn Archetype" that led to the creation of the Elementborn (detailed in a separate post above). But these two are fairly simple. Purist was relatively easy: the [B]Xenophobe[/B] I think is more interesting, particularly for a villain or an Evil-aligned game. I wonder how a Xenophobe would do in the Way of the Wicked AP? I haven't played it or even read through most of it, so I have no basis on which to judge. But I'd love to see one played, regardless of AP or dungeon, even if only to see how it turns out. The Archetypes: [B]Purist:[/B] A few who take up the calling of the Soulborn are not extremists in the standard sense; that is, they do not espouse the extreme alignments (such as Lawful Good or Chaotic Evil). Indeed, the existence of the Incarnate proves that people can be just as passionate about the pure alignments (such as Neutral Good or Lawful Neutral) as they can about the extreme ones. The Soulborns who feel this way have slightly different abilities than a standard Soulborn, as a result of their different convictions, and in some ways are closer to Incarnates than standard Soulborns are. [B]Class Features:[/B] All of the following are class features of the Purist Soulborn. [LIST] [*][B]Alignment:[/B] A Purist can be of any Neutral alignment, including True Neutral, but cannot be any of the four extreme alignments (that is, the alignments that standard Soulborns have). This affects the available opposed alignments for the Purist's Detect Opposition and Smite Opposition abilities (a Purist has only one unless True Neutral, while normal Soulborns have two), and also affects the allies who can benefit from the Purist's Aura-based abilities (for example, a Neutral Good Purist Soulborn can help all allies who are not Evil). True Neutral Purists treat extreme alignments (Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil) as "opposed" for the purpose of using these abilities. [*][B]Meldshaping:[/B] Purists add [I]Incarnate Avatar[/I] and [I]Incarnate Weapon[/I] to their class soulmeld list, and use them identically to Incarnates of the same alignment (for example, a Neutral Evil Purist Soulborn would use an Evil-aligned [I]Incarnate Avatar[/I] and [I]Weapon[/I]). [*][B]Incarnum Defense (Su):[/B] A Purist's Incarnum Defense differs from a standard Soulborn's, depending upon the character's alignment. The Incarnum Defenses for each allowed Purist alignment are listed below. [LIST] [*][I]Neutral Good:[/I] The Purist's eyes become a deep, multi-hued blue in color with no visible pupil or iris. The character becomes immune to the Nauseated condition (effects that would cause nausea render the character Sickened instead). [*][I]Chaotic Neutral:[/I] The Purist's eyes become orbs of a solid color that constantly changes, shifting hue every time the Purist blinks. The character becomes immune to the Stunned condition (effects that would cause Stunning render the character Staggered instead). [*][I]Neutral Evil:[/I] The Purist's eyes become solid purple, with no visible pupil or iris. The character becomes immune to Fear. [*][I]Lawful Neutral:[/I] The Purist's eyes become orbs of solid white. The character becomes immune to the COnfused condition and all forms of Insanity. [*][I]True Neutral:[/I] The Purist's eyes become deep nut-brown orbs. The character becomes immune to Blindness and the Dazzled condition. [/LIST] [*][B]Pure Champion (Su):[/B] A 20th-level Purist becomes an Outsider with the alignment subtype matching his or her alignment, with True Neutral Purists gaining no alignment subtype (though unlike other Outsiders, the Purist 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 10/(opposed alignments), with True Neutral Purists gaining DR 10/Extreme-Aligned (which means that a weapon must have two alignment types, for example Chaotic and Good, to penetrate the DR). Furthermore, whenever the Purist 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 Purist's weapon automatically counts as an object the subject hates). After the damage and the [I]Banishment[/I] are resolved, the Smite immediately ends. This ability replaces Champion Incarnate. [/LIST] [B]Xenophobe:[/B] Rather than feeling passionate about alignments, and gaining a connection to unbodied souls thereby, some individuals feel a passion for their own race- and seek to defend it against all other creatures (and particularly, by hunting and killing those creatures) They gain similar powers to other Soulborns, but have a connection to the souls of ancestors (especially ancestors who died at the hands of some other race or creature type) rather than to the planes of morality and conviction. A true Xenophobe receives power from an incredible passion and zeal for his or her own race as a cosmic presence and force. This passion allows the Xenophobe to contact the souls of his or her people, whether long dead or as-yet unborn, and create Incarnum from them to use in aiding the crusade against others. [B]Class Features:[/B] All of the following are class features of the Xenophobe. [LIST] [*][B]Alignment:[/B] A Xenophobe can be of any non-Good alignment, though most tend to be Evil because that morality best matches their personal life goals. [*][B]Aligned Soulmelds:[/B] Unlike standard Soulborns, Xenophobes are unrestricted in their selection of soulmelds- as long as those soulmelds are on the Soulborn list. They can shape soulmelds with any alignment descriptor or descriptors that they like, and many deliberately explore soulmeld combinations containing opposed alignment descriptors, such as [I]Armguards of Disruption[/I] paired with [I]Gloves of the Poisoned Soul[/I]. [*][B]Xenophobia (Ex):[/B] A Xenophobe character has a -5 penalty on Diplomacy checks that involve interaction with people and creatures other than his or her own race or nation, and cannot willingly travel or ally with any such creature(s) unless he or she first makes a Will save (DC 10 + the other creature's CHA modifier). [*][B]Favored Enemy (Ex):[/B] At 1st level, the Xenophobe selects a creature type from the Ranger Favored Enemies table (Core, page 64). He or she gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he or she gains a +2 bonus on weapon attack and damage rolls against them. A Xenophobe may make Knowledge skill checks untrained when attempting to identify these creatures. At 6th level and every 6 levels thereafter (12th, 18th, etc.), the Xenophobe may select an additional Favored Enemy. In addition, at each such interval, the bonus against any one Favored Enemy (including the one just selected, if desired) increases by +2. If the Xenophobe chooses Humanoids or Outsiders as a Favored Enemy, he or she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of Favored Enemy, the Xenophobe's bonuses do not stack; the character simply uses whichever bonus is highest. Unlike a Ranger, a Xenophobe is not allowed to pick Animal, Construct, Magical Beast, or Ooze as a Favored Enemy type until after he or she has already selected a different creature type as a Favored Enemy at a previous level. Also, a Xenophobe is [I]never[/I] allowed to select his or her own creature type and subtype as a Favored Enemy (for example, a Human Xenophobe is never allowed to select Humanoid (Human) as a Favored Enemy type). If a Xenophobe character takes levels in Ranger, then he or she is allowed to break the first condition, but never the second- having any levels in Xenophobe prevents a character from ever having his or her own race as a Favored Enemy. Should a character who already has his or her own race as a Favored Enemy take a level of Xenophobe, then the Favored Enemy bonus for the character's own race is converted to a new Favored Enemy that he or she selects at 1st level; the old bonus against the character's own race is permanently lost. This ability replaces Detect Opposition and Incarnum Defense. [*][B]Smite Enemy (Su):[/B] Once per day, a Xenophobe can call upon the power of the souls of his or her race to aid in the struggle against his or her Favored Enemies. As a swift action, the Xenophobe chooses one target within sight to Smite. If this target's creature type (and subtype, if appropriate) is one of the Xenophobe's Favored Enemy selections, then the Xenophobe adds his or her CHA bonus (if any) to attack rolls, and his or her Xenophobe level to all damage rolls, against the target of the Smite. Smite Enemy attacks automatically bypass any DR the creature might possess. If the Xenophobe targets a creature that is [I]not[/I] one of his or her Favored Enemy types, then the Smite is wasted with no effect. In addition, while Smite Enemy is in effect, the Xenophobe gains a Deflection bonus equal to his or her CHA modifier (if any) to AC against attacks made by the target of the Smite. The Smite Enemy effect remains until the target of the Smite is dead, or the next time the Xenophobe rests and regains his or her uses of this ability. At 4th level, and every three levels thereafter, the Xenophobe may Smite Enemy one additional time per day. This ability replaces Smite Opposition. [*][B]Share Hatred (Su):[/B] As a standard action, a Xenophobe can share the power of his or her hatred of Favored Enemies with all allies within a radius of 5 feet (plus 5 feet per point of essentia invested in the Aura) that do not themselves qualify as Favored Enemies of the Xenophobe. Affected creatures are granted the same bonuses against various Favored Enemies that the Xenophobe him/herself enjoys, for a number of rounds equal to 3 + the Xenophobe's CHA modifier. This bonus explicitly [I]does[/I] stack with a Ranger's Favored Enemy bonus, if the Xenophobe happens to Share Hatred with a Ranger who has selected Favored Enemies matching those the Xenophobe has. The Xenophobe 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.). This ability replaces Share Incarnum Defense. [*][B]Aura of Conviction (Su):[/B] This ability works the same for a Xenophobe as it does for a Soulborn, except that the Xenophobe grants the benefit to allies which do not qualify as Favored Enemies to him or her (rather than being based upon the alignment of the allies, which is irrelevant to the Xenophobe)- and, of course, the Xenophobe spends two uses of Smite Enemy to grant the ability, rather than Smite Opposition. [*][B]Aura of Zeal (Su):[/B] At 18th level, the Xenophobe becomes immune to Compulsion effects. His or her attacks automatically bypass any alignment-based DR for any creatures for which he or she gains any Favored Enemy bonus, regardless of which alignment or alignments are actually required or involved; effectively, the Xenophobe's anti-(whatever) zeal is enough to afflict such targets as their anathematic alignments do. Any attack made by any ally of the Xenophobe within a radius of 5 feet (plus 5 per point of essentia invested in the Aura) is treated as similarly aligned, as long as that ally does not count as a creature on the Xenophobe's Favored Enemies list. Finally, all allies within the Aura radius who do not count as Favored Enemies to the Xenophobe gain a +4 morale bonus to Will saving throws against Compulsion effects. This ability functions only while the Xenophobe is conscious, not if the character is unconscious or dead. This ability replaces Aura of Inevitability. [*][B]Racial Paragon (Ex):[/B] At 20th level, the Xenophobe loses all Flaws he or she previously had, if any, and also gains DR 5/Adamantine. Furthermore, whenever the Xenophobe uses Smite Enemy against a foe, he or she can use a swift action during a round in which the Smite is active to give all of his or her weapons the Bane special quality against the creature type of the Smite's target. After the damage from that round's attacks (including the Bane effects) is resolved, the Smite immediately ends. This ability replaces Champion Incarnate. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Incarnum in Pathfinder
Top