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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 6137389" data-attributes="member: 29746"><p><strong>The Current Version of the Incarnate</strong></p><p></p><p>I've been going back and forth for days on whether to edit my original post on the Incarnate to make a proper table, using the new forum's features, but now I solidly come down on the side of Not. I'll instead just post the current version of the class, along with its two available Archetypes.</p><p></p><p>As with the version I posted in my second post in this thread (wayyy back on page 1), the class features listed for the Incarnate in MoI that didn't get changes for Pathfinder compatibility aren't listed below the table- assume they just work the same way. Several class features <em>do</em> get changes, though, for the True Neutral "Incarnate of Balance" that is a core version of the class in my PF-updated version.</p><p></p><p>On to the class listing!</p><p></p><p><strong>Alignment:</strong> Incarnates can be any Neutral alignment (including True Neutral). The True Neutral Incarnate is called the Incarnate of Balance.</p><p></p><p><strong>Class Skills:</strong> The Incarnate's class skills are: Craft (any) (INT), Fly (DEX), Knowledge (Arcana, Planes, Religion) (INT), Profession (any) (WIS), and Spellcraft (INT).</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>+0</td><td>+2</td><td>+0</td><td>+2</td><td>Aura, Chakra Bind (Crown), <em>Detect Opposition</em></td><td>2</td><td>1</td><td>1</td></tr><tr><td>2nd</td><td>+1</td><td>+3</td><td>+0</td><td>+3</td><td>Chakra Bind (Feet)</td><td>3</td><td>2</td><td>2</td></tr><tr><td>3rd</td><td>+1</td><td>+3</td><td>+1</td><td>+3</td><td>Expanded Soulmeld Capacity +1, Incarnum Radiance (Aura)</td><td>3</td><td>3</td><td>2</td></tr><tr><td>4th</td><td>+2</td><td>+4</td><td>+1</td><td>+4</td><td>Chakra Bind (Hands)</td><td>4</td><td>4</td><td>2</td></tr><tr><td>5th</td><td>+2</td><td>+4</td><td>+1</td><td>+4</td><td>Rapid Meldshaping 1/day</td><td>4</td><td>7</td><td>2</td></tr><tr><td>6th</td><td>+3</td><td>+5</td><td>+2</td><td>+5</td><td>Conviction</td><td>4</td><td>8</td><td>3</td></tr><tr><td>7th</td><td>+3</td><td>+5</td><td>+2</td><td>+5</td><td>Share Incarnum Radiance</td><td>5</td><td>9</td><td>3</td></tr><tr><td>8th</td><td>+4</td><td>+6</td><td>+2</td><td>+6</td><td>Incarnum Radiance (Reflection)</td><td>5</td><td>10</td><td>3</td></tr><tr><td>9th</td><td>+4</td><td>+6</td><td>+3</td><td>+6</td><td>Chakra Binds (Arms, Brow, Shoulders)</td><td>5</td><td>11</td><td>3</td></tr><tr><td>10th</td><td>+5</td><td>+7</td><td>+3</td><td>+7</td><td>Incarnum Radiance (Curse)</td><td>6</td><td>14</td><td>4</td></tr><tr><td>11th</td><td>+5</td><td>+7</td><td>+3</td><td>+7</td><td>Rapid Meldshaping 2/day</td><td>6</td><td>15</td><td>4</td></tr><tr><td>12th</td><td>+6/+1</td><td>+8</td><td>+4</td><td>+8</td><td>Stalwart</td><td>6</td><td>16</td><td>4</td></tr><tr><td>13th</td><td>+6/+1</td><td>+8</td><td>+4</td><td>+8</td><td>Incarnum Radiance (Talent)</td><td>7</td><td>17</td><td>4</td></tr><tr><td>14th</td><td>+7/+2</td><td>+9</td><td>+4</td><td>+9</td><td>Chakra Binds (Throat, Waist)</td><td>7</td><td>18</td><td>5</td></tr><tr><td>15th</td><td>+7/+2</td><td>+9</td><td>+5</td><td>+9</td><td>Expanded Soulmeld Capacity +2</td><td>7</td><td>22</td><td>5</td></tr><tr><td>16th</td><td>+8/+3</td><td>+10</td><td>+5</td><td>+10</td><td>Chakra Bind (Heart)</td><td>8</td><td>24</td><td>5</td></tr><tr><td>17th</td><td>+8/+3</td><td>+10</td><td>+5</td><td>+10</td><td>Rapid Meldshaping 3/day, Share Incarnum Radiance (no fatigue)</td><td>8</td><td>26</td><td>5</td></tr><tr><td>18th</td><td>+9/+4</td><td>+11</td><td>+6</td><td>+11</td><td>Incarnum Radiance (Gift)</td><td>8</td><td>28</td><td>6</td></tr><tr><td>19th</td><td>+9/+4</td><td>+11</td><td>+6</td><td>+11</td><td>Chakra Bind (Soul)</td><td>9</td><td>30</td><td>6</td></tr><tr><td>20th</td><td>+10/+5</td><td>+12</td><td>+6</td><td>+12</td><td>Perfect Meldshaper, True Incarnation</td><td>9</td><td>34</td><td>6</td></tr></table><p></p><p> Incarnate class features and abilities work as described in MoI, except for the changes noted below (note particularly the separate section for Incarnum Radiance): </p><p></p><ul> <li data-xf-list-type="ul"><strong>Aligned Soulmelds:</strong> You cannot shape Soulmelds with an alignment descriptor that does not match your own. For example, if you are a Good Incarnate, you cannot shape Soulmelds with the Balance, Chaotic, Lawful, or Evil descriptors. Soulmelds with the Balance descriptor are aligned to the Incarnate of Balance (True Neutral), and cannot be shaped by any of the other four Incarnate types. </li> <li data-xf-list-type="ul"><strong>Detect Opposition (Sp):</strong> At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the <em>Detect Evil</em> spell, except that it detects the specific alignment opposed to your own. For example, a Good Incarnate can detect Evil, while a Chaotic Incarnate can detect Law. Incarnates of Balance do not detect a specific alignment, but rather "<em>Detect Extremists</em>," being able to sense the presence of any of the four extreme alignments (Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil). </li> <li data-xf-list-type="ul"><strong>Conviction (Ex):</strong> At 6th level, the Incarnate's unswerving dedication to his or her alignment is so strong that it can overcome the effects of certain attacks. If the Incarnate makes a Will saving throw against an attack that has a reduced effect on a successful save, then the Incarnate avoids the effect entirely. This ability can only be used if the Incarnate is wearing Light Armor, Medium Armor, or no armor. A helpless Incarnate does not gain the benefit of the Conviction ability. </li> <li data-xf-list-type="ul"><strong>Stalwart (Ex):</strong> At 12th level, the Incarnate's Conviction improves. If the character makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, then he or she instead avoids the effect entirely. As with Conviction, this ability can only be used if the character is wearing Light Armor, Medium Armor, or no armor, and does not grant its benefits to a helpless Incarnate. </li> </ul><p><strong>Starting Age:</strong> Incarnates start at Trained age.</p><p><strong>Starting Gold:</strong> Incarnate characters start with 4d6 × 10 gp (average 140).</p><p></p><p>(Incarnum Radiance, being such a complicated and important part of the class, is set out with its own large subsection.)</p><p></p><p> <strong>Incarnum Radiance (Su):</strong> As an Incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can use this ability for a number of rounds each day equal to 2 + your Constitution modifier. At each level after 3rd, you can use Incarnum Radiance for 2 additional rounds. Temporary increases to Constitution, such as those gained from Barbarian Rage or spells like <em>Bear's Endurance</em>, do not increase the total number of rounds per day that you can use Incarnum Radiance. The total number of rounds of Incarnum Radiance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.</p><p></p><p></p><p> You can activate Incarnum Radiance as a free action. Once under its effects, the bonus granted to you depends upon your alignment, as described below. Once Incarnum Radiance is active, you can end it as a free action, though if you end it during the same round you activated it then that round still counts as one toward your total daily limit. If you fall unconscious, your Incarnum Radiance immediately ends.</p><p></p><p></p><p> At 8th level, and again at 13th, and 18th levels, you gain the ability to use another Incarnum Radiance power, also depending upon your alignment. You choose, during any round in which you activate your Incarnum Radiance, which effect to use; you cannot use two or more simultaneously. For all alignments, the Incarnum Radiance power gained at 3rd level is named the Aura, the 8th-level power the Reflection, the 13th-level power the Talent, and the 18th-level power, the Gift.</p><p></p><p></p><p> At 10th level, you learn to use a special resonance effect of your Incarnum Radiance to affect an enemy rather than yourself or your allies. As a standard action, you can target an enemy within 30 feet to Curse. If the target does not share your alignment (for example, if a Good Incarnate targets a creature that is not Good) then the target is allowed a Will saving throw (DC 10 + ½ your Incarnate level + your CON modifier) to negate the effect. If the saving throw fails, the target is affected as described below, and remains affected until the end of its next turn. This uses up one round of your Incarnum Radiance (see above), but you can extend it beyond the target's next turn by using a free action each round in subsequent rounds (using up more rounds of your Incarnum Radiance as you do, and affecting the target exactly the same way without granting it any further saving throws to escape the Curse). If either you or the target falls unconscious, then the Incarnum Curse immediately ends regardless of when the target's next turn is. The effect of your Incarnum Curse depends upon your alignment, just as your Incarnum Radiance does. If you target a creature which shares your alignment (for example, a Lawful Incarnate targeting a Lawful-aligned creature), or if a differently-aligned target succeeds its saving throw, then the Curse has no effect, but the attempt still uses up one of your daily rounds of Incarnum Radiance.</p><p></p><p></p><p> As you gain control over your powers of incarnum, you learn to share the effect of your Incarnum Radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your Incarnum Radiance or at the start of your turn if it is already active, you can choose for its benefit to also affect all allies within 30 feet of you (you must make this choice when you activate Incarnum Radiance and at the start of each turn you decide to keep it activated). Only allies who share your alignment can be affected; for example, a Good Incarnate cannot share Incarnum Radiance with allies who are not themselves Good, and an Incarnate of Balance cannot share Incarnum Radiance with allies who are not Neutral on at least one alignment axis. Any ally affected by Incarnum Radiance gains exactly the same benefit you do (including all bonuses and penalties, if applicable), and keeps it until the end of his or her next turn, even if that turn happens to fall in the next round. The benefit cannot last more than 1 round unless the ally is again within 30 feet of you at the start of your next turn, and you keep Incarnum Radiance active, and again choose to share it. If you share your Incarnum Radiance with any allies during its activation time, whether or not you shared it during every round it was activated, then you become Fatigued when you deactivate it (even if you do so by switching from one Incarnum Radiance effect to another, for example, from the Reflection to the Aura) or run out of total rounds per day. This Fatigue lasts 2 rounds per round you shared your Incarnum Radiance.</p><p></p><p></p><p> Beginning at 17th level, sharing your Incarnum Radiance does not Fatigue you afterwards.</p><p></p><p></p><p> <strong>Balance:</strong></p><p></p><ul> <li data-xf-list-type="ul"><em>Aura of Stability (3rd):</em> A faint golden mist emanates from you. You gain a +1 bonus to CMB and CMD for all combat maneuvers; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). </li> <li data-xf-list-type="ul"><em>Reflection of Opposition (8th):</em> A dark brown aura surrounds you. Once per round, as a free action, choose one of the four alignments (Chaos, Evil, Good, or Law). You are warded against attacks by creatures of that alignment, mental control, and summoned creatures, exactly as if you were protected by <em>Protection From [Alignment]</em> (where [Alignment] is the alignment you chose that way). Changing the specific alignment choice does not count as changing the Incarnum Radiance effect, for the purpose of determining Fatigue; as long as you keep this Reflection up for any of the four alignments, it counts as one use. </li> <li data-xf-list-type="ul"><em>Curse of Instability (10th):</em> The target takes a -1 penalty on CMB and CMD, for all combat maneuvers. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. </li> <li data-xf-list-type="ul"><em>Talent for Coordination (13th):</em> A weird glow changing slowly and steadily between green, through blue, to violet, and then back again, emanates from you. You gain a bonus on Acrobatics checks equal to your Incarnate level. </li> <li data-xf-list-type="ul"><em>Gift of Neutralization (18th):</em> A steady, intense field of gray light shines forth from you. You are immune to all alignment-based effects, and your attacks penetrate alignment-based Damage Reduction as if you were attacking with the correct alignment type to do so. Any alignment-based effect, such as <em>Protection From Evil, Chaos Hammer, Magic Circle Against Good</em> or <em>Dictum</em>, functions as though you had unbeatable Spell Resistance against it, or as though you were not there at all (if the effect does not normally allow SR). </li> </ul><p><strong>Chaotic:</strong></p><p></p><ul> <li data-xf-list-type="ul"><em>Aura of Action (3rd):</em> A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every 5 Incarnate levels you gain (+20 at 5th level, +30 at 10th, +40 at 15th, etc.). </li> <li data-xf-list-type="ul"><em>Reflection of Freedom (8th):</em> A coruscating yellow glow emanates from you. You can move normally regardless of supernatural effects that impede movement, as if you were affected by <em>Freedom of Movement</em>. </li> <li data-xf-list-type="ul"><em>Curse of Hesitation (10th):</em> The target's speed, in all forms of movement except Flying, is reduced by 10 feet. If the target has a Fly speed, that speed is instead reduced by 20 feet, and its maneuverability rating worsens by one step (to a minimum of Clumsy). When you reach 15th level, these penalties instead become -20 feet (-40 to Fly); finally, at 20th level, the penalties become -30 feet (-60 to Fly). Regardless of the magnitude of the penalties, the target's maneuverability rating is only worsened by one step. A target whose speed in a particular movement mode is reduced to 0 or less cannot use that movement mode at all until the Curse is ended (although it is not considered paralyzed, and is still able to defend itself, even if all of its movement modes are reduced to 0 or less). </li> <li data-xf-list-type="ul"><em>Talent for Confusion (13th):</em> A flickering glow of all colors, changing rapidly from one to another, erupts from you. You gain a bonus on Bluff checks equal to your Incarnate level, and can make one Bluff check per round as a free action. Any desired effect of this special "free" Bluff check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. </li> <li data-xf-list-type="ul"><em>Gift of Luck (18th):</em> Brilliant sky-blue light shines forth from your form. Any time you roll a d20 during the activation of this Gift, you may roll twice and take the more favorable result. </li> </ul><p> <strong>Evil:</strong></p><p></p><p></p><ul> <li data-xf-list-type="ul"><em>Aura of Hate (3rd):</em> An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every 5 Incarnate levels you gain (+4 at 5th level, +6 at 10th, +8 at 15th, etc.). </li> <li data-xf-list-type="ul"><em>Reflection of Anger (8th):</em> A pulsing maroon-colored mist wafts from your body. You gain a +2 morale bonus on STR and CON, and a +1 morale bonus on Will saves, but have a -2 morale penalty to AC, just as if you were affected by a <em>Rage</em> spell. Also like the spell, but unlike a Barbarian, you are not Fatigued when this Incarnum-inspired <em>Rage</em> ends (unless you shared it with allies; see above). </li> <li data-xf-list-type="ul"><em>Curse of Weakness (10th):</em> The target takes a -2 penalty on all weapon or natural-weapon damage rolls. When you reach 15th level, this penalty instead becomes -4, and at 20th level, -6. </li> <li data-xf-list-type="ul"><em>Talent for Fear (13th):</em> A shuddering aura of dirty bluish-gray envelops your form. You gain a bonus on Intimidate checks equal to your Incarnate level, and can make one Intimidate check per round as a free action. Any desired effect of this special "free" Intimidate check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. </li> <li data-xf-list-type="ul"><em>Gift of Doom (18th):</em> An aura black as pitch envelops you. While this Gift is activated, all attacks you make have their critical threat range doubled, and this effect stacks with other effects that expand the critical threat range of a weapon or other attack. Furthermore, all critical threats you roll are automatically confirmed. </li> </ul><p> <strong>Good:</strong></p><p></p><p></p><ul> <li data-xf-list-type="ul"><em>Aura of Defense (3rd):</em> Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). </li> <li data-xf-list-type="ul"><em>Reflection of Serenity (8th):</em> A steady wintergreen aura surrounds you. Fear, confusion, and other negative emotional states melt away from you, just as if you were under the effect of a <em>Calm Emotions</em> spell, except that you do not lose morale bonuses while this Reflection is active- only penalties. If the Reflection ends before the duration of an emotion effect upon you has expired, then the emotion effect reasserts itself and again affects you as it did before you were affected by the Reflection. </li> <li data-xf-list-type="ul"><em>Curse of Vulnerability (10th):</em> The target takes a -1 penalty on Armor Class. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. </li> <li data-xf-list-type="ul"><em>Talent for Love (13th):</em> A warm halo of yellowish-orange surrounds you. You gain a bonus on Diplomacy checks equal to your Incarnate level, and can make one Diplomacy check per round as a free action. Any desired effect of this special "free" Diplomacy check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. </li> <li data-xf-list-type="ul"><em>Gift of Glory (18th):</em> Blinding radiance as if from the noonday sun surrounds you. You become immune to all Death effects, energy drain, and effects that cause negative levels. Negative levels you already have are not removed by this Gift, but they have no effect (and are effectively suppressed) while this Gift is active. </li> </ul><p> <strong>Lawful:</strong></p><p></p><ul> <li data-xf-list-type="ul"><em>Aura of Precision (3rd):</em> You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). </li> <li data-xf-list-type="ul"><em>Reflection of Community (8th):</em> A flickering violet radiance envelops you. You become able to understand, speak, read, and write the language of any intelligent creature you are in contact with, as if you were affected by the <em>Tongues</em> spell. </li> <li data-xf-list-type="ul"><em>Curse of Inaccuracy (10th):</em> The target takes a -1 penalty on all attack rolls. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. </li> <li data-xf-list-type="ul"><em>Talent for Truth (13th):</em> Faint but steady white light shines forth from you. You gain a bonus on Perception checks equal to your Incarnate level, and can make one Perception check per round as a free action. Any desired effect of this special "free" Perception check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. </li> <li data-xf-list-type="ul"><em>Gift of Inevitability (18th):</em> A bright orange glow wraps itself around you. You gain DR 10/-, and Resistance 10 to all energy types (Acid, Cold, Electricity, Fire, and Sonic). You are immune to Blindness, Deafness, Disease, Paralyzation, Poison, and Stunning. If you were affected by any effects bestowing one or more of these conditions before the Gift affected you, then they are held in abeyance while the Gift is active, but reassert themselves (as long as their duration has not expired) when it ends. </li> </ul><p></p><p></p><p>[h=4]<u>Archetypes</u>[/h] <strong>Radiant:</strong> </p><p> Not content to simply <em>be</em> their alignment, some Incarnates choose to intentionally <em>spread</em> their alignment. Taking the existence of the Incarnum Radiance ability as an example, these Incarnates try to grant the benefits of their chosen causes to others directly, and demonstrate their effectiveness, by gifting other people with the use of their special soulcrafting powers. These Incarnates, called Radiant Incarnates by other meldshapers, attempt to become living exemplars of their Incarnum Radiance gift as well as their chosen alignments. They give up some ability to meldshape in exchange for this specialty, but those to whom they gift their soulmelds and other powers rarely (if ever) fault them for that weakness.</p><p></p><p>(Side note: this Archetype pulls in the ability I mentioned as being the core feature of the Bluesmith NPC class I made, namely the ability to share soulmelds with others. This ability is completely untested in actual play yet- it "feels" right to me, but I don't actually know yet how well it works in practice.)</p><p></p><p></p><p> <strong>Class Features:</strong></p><p>All of the following are class features of the Radiant Incarnate.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Meldshaping:</strong> A Radiant Incarnate has a soulmeld limit one less than normal- thus, a 5th-level Radiant Incarnate can shape at most 3 soulmelds, rather than 4. This ability otherwise functions as and replaces the standard Incarnate Meldshaping class feature. </li> <li data-xf-list-type="ul"><strong>Infused Soulmeld (Su):</strong> A Radiant Incarnate exists to spread his or her alignment by providing its benefits directly to creatures that are open to accepting them- empowering allies with knowledge and abilities drawn from appropriate disembodied souls.<br /> As a full-round action that provokes attacks of opportunity, a Radiant Incarnate may transfer any one soulmeld he or she has shaped onto another willing creature by touch, as long as the creature receiving the soulmeld has the appropriate chakra unoccupied by any soulmeld or magic item and does not have an alignment opposed to any alignment descriptor the chosen soulmeld has (for example, an <em>Armguards of Disruption</em> could not be transferred to an Evil-aligned creature, nor to a creature with another soulmeld already occupying its Arms Chakra). The Radiant must invest 1 point of essentia into the chosen soulmeld as it is transferred, or the soulmeld immediately unshapes; this essentia stays invested in the soulmeld but does not provide either the soulmeld's new wearer nor the Radiant who originally shaped it with any of the standard benefits that soulmeld would normally grant from essentia investment- the essentia is instead being used to keep the soulmeld intact on its new wearer.<br /> If the creature receiving the soulmeld has an essentia pool of its own, it may invest essentia into the transferred soulmeld as if it had shaped the soulmeld itself; the essentia invested by the Radiant to keep it intact upon its new wearer does not count in any way against the soulmeld's essentia capacity for investment. If the new wearer has the ability to bind a soulmeld to the chakra the transferred soulmeld occupies, then it may Bind the transferred soulmeld to that chakra using the normal rules for reshaping and rebinding soulmelds. The transferred soulmeld does not count against the new wearer's limits on soulmelds shaped, if it has any such limits, but it <em>does</em> count as being a soulmeld occupying the appropriate chakra- so a creature gifted with an <em>Armguards of Disruption</em> could not, for example, spend 15 minutes shaping a new <em>Bluesteel Bracers</em> on itself unless it had the Double Chakra (Arms) feat. If the new wearer becomes unconscious or dead for any reason, the transferred soulmeld immediately unshapes, and the essentia the Radiant invested into it to keep it intact is divested as though the Radiant had done it himself or herself (see below).<br /> The Radiant Incarnate is <em>not</em> able to invest essentia into the soulmeld, after it is transferred; for all intents and purposes, the soulmeld is considered unshaped from the perspective of the Radiant as soon as the transfer is completed. The Radiant may, in fact, shape a new soulmeld to replace the one just transferred; this uses the normal rules for shaping individual soulmelds. The only thing the Radiant must do while the transferred soulmeld remains shaped is keep the 1 point of essentia invested in it; as soon as the Radiant divests that essentia from the transferred soulmeld for any reason, the soulmeld immediately unshapes.<br /> This ability replaces Detect Opposition. </li> <li data-xf-list-type="ul"><strong>Remote Binding (Su):</strong> Beginning at 5th level, a Radiant Incarnate has the ability to specifically bind a soulmeld transferred using the Infused Soulmeld ability to the appropriate chakra of its new wearer, during the transfer. This does not harm the creature to whom the soulmeld is transferred, and grants that creature the full benefits of the appropriate Chakra Bind for the transferred soulmeld as long as the soulmeld remains shaped. Because the soulmeld is being bound to the other creature's chakra by a third party, it does not naturally stay bound the way a normal soulmeld would; the Radiant must carefully keep watch upon the soulmeld to be sure it does not spontaneously unbind itself, and can therefore only bind one transferred soulmeld to its new wearer's chakra this way at any given time.<br /> If the Radiant wishes, he or she can allow the transferred soulmeld to unbind (without actually unshaping it or divesting the essentia being used to keep it intact upon the new wearer), and free up this "Remote Binding slot" for another soulmeld. Soulmelds which have already been transferred to other creatures cannot be bound to their new wearers' chakras this way; the binding must be done during the actual transfer itself- but if the Radiant is not currently maintaining a Remote-Bound soulmeld, then he or she is free to bind a new soulmeld that he or she transfers to its new wearer's chakra during that transfer process.<br /> At 11th level, and then again at 17th level, the Radiant increases the number of Remote Binds he or she can maintain at a time by one. Thus, at 20th level, the Radiant can maintain three Remote-Bound soulmelds simultaneously.<br /> This ability replaces Rapid Meldshaping. </li> </ul><p></p><p>The next Archetype requires some explanation: my own game setting features the existence of a strange cult called the Cult of Void, which worships an idea that alignments are by their nature restrictive and constrain a spirit from the chance to obtain "true Transcendence" (whatever you might take that to mean). They get genuine Divine magic, but the actual Entity they receive their power from is unknown to anybody (including, though you would be wise not to mention this around actual Cult members, the Cult itself). The existence of this "anti-alignment" Cult gave me the idea for the following Archetype, which is a version of that Cult's ideals applied to the Incarnate. Other GMs who like this idea but don't have a Cult of Void in their own setting should change the background info for this Archetype to match their own settings, as appropriate.</p><p></p><p> <strong>Void:</strong> </p><p> Rather than espouse and display a unique alignment perspective, holding it up as superior to all others, a few who study the powers of Incarnum take a cue from the religion which holds that <strong>no</strong> one alignment is superior to or more correct than any other (the cult of Void)- and try to create a new perspective from which to study meldshaping. Seeking to truly go Beyond the simple and base conflicts engendered by alignment beliefs, and attain a truly Transcendent state that they are certain lies behind and beyond them, these unique Incarnates truly are a breed apart from the rest. Still quite rare, most of them associate directly with the actual Cult of Void itself, but a few have begun to strike out on their own. Most who are aware of them call them Incarnates of Void, as a result of their association with the cult.</p><p></p><p></p><p> <strong>Class Features:</strong></p><p>All of the following are class features of the Incarnate of Void.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Alignment:</strong> An Incarnate of Void can technically be of any alignment, though most are True Neutral simply because that happens to be the closest match to their "outside perspective" regarding the whole notion of alignment in the first place. </li> <li data-xf-list-type="ul"><strong>Aligned Soulmelds:</strong> Unlike standard Incarnates, Incarnates of Void are unrestricted in their selection of soulmelds- as long as those soulmelds are on the Incarnate 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>Bloodwar Gauntlets</em>. </li> <li data-xf-list-type="ul"><strong>Aura of Distortion (Su):</strong> An Incarnate of Void produces a sort of anti-Aura, rather than the sort of alignment aura produced by other Incarnates. Regardless of what sort of effect is being used, the character shows up as an empty area in space (as if the effect were being blocked or absorbed) to any effect which detects alignment or alignment tendencies.<br /> More interestingly, even creatures which are <em>not</em> using any sort of spell, power, or ability that detects alignment can sense something "off" about the character just from regular interactions with him or her. The Incarnate of Void has a penalty on Diplomacy checks and Handle Animal checks equal to -1, plus -1 per 5 levels of Incarnate he or she has; however, this same penalty applies to the Sense Motive modifier of any creature attempting to use that skill to discern something about the Incarnate of Void. Also, the character gains a bonus on Intimidate checks equal to +1, plus another +1 per 5 levels of Incarnate.<br /> This ability replaces Aura and Detect Opposition. </li> <li data-xf-list-type="ul"><strong>Incarnum Radiance (Su):</strong> An Incarnate of Void still produces Incarnum Radiance, but has a unique set of abilities that do not match those of any other type of Incarnate (summarized below). The Incarnate of Void can Share his or her Incarnum Radiance with all allies, regardless of alignment. It is also worth noting that Incarnates of Void do not produce "radiance" in the normal sense, when they use this power; that is, it does not manifest as a clear and obvious aura of light the way the Incarnum Radiance of other Incarnates does. Instead, an Incarnate of Void produces a strange sort of "ripple" in the air, like a heat shimmer, when using any effect of his or her Incarnum Radiance (allies, likewise, are covered with this colorless aura when the Incarnate is Sharing with them).<ul> <li data-xf-list-type="ul"><em>Aura of Blankness (3rd):</em> You gain a +1 bonus on Will saving throws; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). </li> <li data-xf-list-type="ul"><em>Reflection of Gravity (8th):</em> You become able to tread on air as if on solid ground, just like the effect of the <em>Air Walk</em> spell. Unlike the spell, if you stop using this Reflection (or run out of Incarnum Radiance rounds to use) while in midair, you fall and take damage normally. </li> <li data-xf-list-type="ul"><em>Curse of Overstimulation (10th):</em> The target takes a -1 penalty on all Will saving throws. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. </li> <li data-xf-list-type="ul"><em>Talent for Stillness (13th):</em> You gain a bonus on Stealth checks equal to your Incarnate level, and can make one Stealth check per round as a free action. Any desired effect of this special "free" Stealth check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. </li> <li data-xf-list-type="ul"><em>Gift of Space (18th):</em> You do not provoke attacks of opportunity with any action you take, regardless of what it is. You are allowed to take any number of attacks of opportunity during each round this Gift is active, up to one such attack per opportunity. You are immune to Confusion, Entangling, Grapple, Nausea, Pinning, Sickening, Staggering, and Stunning. If you were affected by any effects bestowing one or more of these conditions before the Gift affected you, then they are held in abeyance while the Gift is active, but reassert themselves (as long as their duration has not expired) when it ends. </li> </ul> </li> <li data-xf-list-type="ul"><strong>Nullify Soulmeld (Su):</strong> Beginning at 6th level, when an Incarnate of Void shapes his or her soulmelds, he or she can choose to deliberately shape one less soulmeld than his or her normal maximum capacity. If he or she does, then this class feature becomes an Incarnum receptacle, which the Incarnate of Void can invest essentia into as if it were an Incarnum feat.<br /> Investing essentia into this class feature allows the Incarnate of Void to target one opponent within 25 feet + 5 feet per point of invested essentia with a blast of "anti-Incarnum" (souls and soul energy which actively prevent other souls from sticking together or working as a unit) as a standard action that provokes attacks of opportunity. At 6th level, this attack works as <em>Suppress Magic</em> on one of the target's soulmelds or magic items; at 12th, the Incarnate can either use the <em>Suppress Magic</em> option as before or instead use <em>Unshape Soulmeld</em> on one of the target's soulmelds. If the character uses the <em>Unshape Soulmeld</em> option, and the target's soulmeld is in fact destroyed, then the essentia investment in this class feature is automatically and immediately reduced by 1 as soon as the soulmeld unshapes. Both the <em>Suppress Magic</em> and <em>Unshape Soulmeld</em> options use the Incarnate's class level as the caster level, for the purpose of resolving the effect.<br /> This ability replaces Conviction and Stalwart. </li> <li data-xf-list-type="ul"><strong>Transcendant Transformation (Su):</strong> At 20th level, the Incarnate of Void transforms into an Outsider, but does not gain any alignment subtype (even if his or her alignment is not True Neutral). Instead, the character becomes immune to Confusion and Insanity effects.<br /> This ability replaces True Incarnation. </li> </ul></blockquote><p></p>
[QUOTE="paradox42, post: 6137389, member: 29746"] [b]The Current Version of the Incarnate[/b] I've been going back and forth for days on whether to edit my original post on the Incarnate to make a proper table, using the new forum's features, but now I solidly come down on the side of Not. I'll instead just post the current version of the class, along with its two available Archetypes. As with the version I posted in my second post in this thread (wayyy back on page 1), the class features listed for the Incarnate in MoI that didn't get changes for Pathfinder compatibility aren't listed below the table- assume they just work the same way. Several class features [I]do[/I] get changes, though, for the True Neutral "Incarnate of Balance" that is a core version of the class in my PF-updated version. On to the class listing! [B]Alignment:[/B] Incarnates can be any Neutral alignment (including True Neutral). The True Neutral Incarnate is called the Incarnate of Balance. [B]Class Skills:[/B] The Incarnate's class skills are: Craft (any) (INT), Fly (DEX), Knowledge (Arcana, Planes, Religion) (INT), Profession (any) (WIS), and Spellcraft (INT). [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]+0[/TD] [TD]+2[/TD] [TD]+0[/TD] [TD]+2[/TD] [TD]Aura, Chakra Bind (Crown), [I]Detect Opposition[/I][/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]Chakra Bind (Feet)[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+3[/TD] [TD]Expanded Soulmeld Capacity +1, Incarnum Radiance (Aura)[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]Chakra Bind (Hands)[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]5th[/TD] [TD]+2[/TD] [TD]+4[/TD] [TD]+1[/TD] [TD]+4[/TD] [TD]Rapid Meldshaping 1/day[/TD] [TD="align: center"]4[/TD] [TD="align: center"]7[/TD] [TD="align: center"]2[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Conviction[/TD] [TD="align: center"]4[/TD] [TD="align: center"]8[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD]+5[/TD] [TD]+2[/TD] [TD]+5[/TD] [TD]Share Incarnum Radiance[/TD] [TD="align: center"]5[/TD] [TD="align: center"]9[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]8th[/TD] [TD]+4[/TD] [TD]+6[/TD] [TD]+2[/TD] [TD]+6[/TD] [TD]Incarnum Radiance (Reflection)[/TD] [TD="align: center"]5[/TD] [TD="align: center"]10[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD]+6[/TD] [TD]+3[/TD] [TD]+6[/TD] [TD]Chakra Binds (Arms, Brow, Shoulders)[/TD] [TD="align: center"]5[/TD] [TD="align: center"]11[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+5[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]Incarnum Radiance (Curse)[/TD] [TD="align: center"]6[/TD] [TD="align: center"]14[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]11th[/TD] [TD]+5[/TD] [TD]+7[/TD] [TD]+3[/TD] [TD]+7[/TD] [TD]Rapid Meldshaping 2/day[/TD] [TD="align: center"]6[/TD] [TD="align: center"]15[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+6/+1[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Stalwart[/TD] [TD="align: center"]6[/TD] [TD="align: center"]16[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]13th[/TD] [TD]+6/+1[/TD] [TD]+8[/TD] [TD]+4[/TD] [TD]+8[/TD] [TD]Incarnum Radiance (Talent)[/TD] [TD="align: center"]7[/TD] [TD="align: center"]17[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD]14th[/TD] [TD]+7/+2[/TD] [TD]+9[/TD] [TD]+4[/TD] [TD]+9[/TD] [TD]Chakra Binds (Throat, Waist)[/TD] [TD="align: center"]7[/TD] [TD="align: center"]18[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]15th[/TD] [TD]+7/+2[/TD] [TD]+9[/TD] [TD]+5[/TD] [TD]+9[/TD] [TD]Expanded Soulmeld Capacity +2[/TD] [TD="align: center"]7[/TD] [TD="align: center"]22[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]16th[/TD] [TD]+8/+3[/TD] [TD]+10[/TD] [TD]+5[/TD] [TD]+10[/TD] [TD]Chakra Bind (Heart)[/TD] [TD="align: center"]8[/TD] [TD="align: center"]24[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]17th[/TD] [TD]+8/+3[/TD] [TD]+10[/TD] [TD]+5[/TD] [TD]+10[/TD] [TD]Rapid Meldshaping 3/day, Share Incarnum Radiance (no fatigue)[/TD] [TD="align: center"]8[/TD] [TD="align: center"]26[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+9/+4[/TD] [TD]+11[/TD] [TD]+6[/TD] [TD]+11[/TD] [TD]Incarnum Radiance (Gift)[/TD] [TD="align: center"]8[/TD] [TD="align: center"]28[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD]19th[/TD] [TD]+9/+4[/TD] [TD]+11[/TD] [TD]+6[/TD] [TD]+11[/TD] [TD]Chakra Bind (Soul)[/TD] [TD="align: center"]9[/TD] [TD="align: center"]30[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+10/+5[/TD] [TD]+12[/TD] [TD]+6[/TD] [TD]+12[/TD] [TD]Perfect Meldshaper, True Incarnation[/TD] [TD="align: center"]9[/TD] [TD="align: center"]34[/TD] [TD="align: center"]6[/TD] [/TR] [/TABLE] Incarnate class features and abilities work as described in MoI, except for the changes noted below (note particularly the separate section for Incarnum Radiance): [LIST] [*][B]Aligned Soulmelds:[/B] You cannot shape Soulmelds with an alignment descriptor that does not match your own. For example, if you are a Good Incarnate, you cannot shape Soulmelds with the Balance, Chaotic, Lawful, or Evil descriptors. Soulmelds with the Balance descriptor are aligned to the Incarnate of Balance (True Neutral), and cannot be shaped by any of the other four Incarnate types. [*][B]Detect Opposition (Sp):[/B] At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the [I]Detect Evil[/I] spell, except that it detects the specific alignment opposed to your own. For example, a Good Incarnate can detect Evil, while a Chaotic Incarnate can detect Law. Incarnates of Balance do not detect a specific alignment, but rather "[I]Detect Extremists[/I]," being able to sense the presence of any of the four extreme alignments (Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil). [*][B]Conviction (Ex):[/B] At 6th level, the Incarnate's unswerving dedication to his or her alignment is so strong that it can overcome the effects of certain attacks. If the Incarnate makes a Will saving throw against an attack that has a reduced effect on a successful save, then the Incarnate avoids the effect entirely. This ability can only be used if the Incarnate is wearing Light Armor, Medium Armor, or no armor. A helpless Incarnate does not gain the benefit of the Conviction ability. [*][B]Stalwart (Ex):[/B] At 12th level, the Incarnate's Conviction improves. If the character makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, then he or she instead avoids the effect entirely. As with Conviction, this ability can only be used if the character is wearing Light Armor, Medium Armor, or no armor, and does not grant its benefits to a helpless Incarnate. [/LIST] [B]Starting Age:[/B] Incarnates start at Trained age. [B]Starting Gold:[/B] Incarnate characters start with 4d6 × 10 gp (average 140). (Incarnum Radiance, being such a complicated and important part of the class, is set out with its own large subsection.) [B]Incarnum Radiance (Su):[/B] As an Incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can use this ability for a number of rounds each day equal to 2 + your Constitution modifier. At each level after 3rd, you can use Incarnum Radiance for 2 additional rounds. Temporary increases to Constitution, such as those gained from Barbarian Rage or spells like [I]Bear's Endurance[/I], do not increase the total number of rounds per day that you can use Incarnum Radiance. The total number of rounds of Incarnum Radiance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. You can activate Incarnum Radiance as a free action. Once under its effects, the bonus granted to you depends upon your alignment, as described below. Once Incarnum Radiance is active, you can end it as a free action, though if you end it during the same round you activated it then that round still counts as one toward your total daily limit. If you fall unconscious, your Incarnum Radiance immediately ends. At 8th level, and again at 13th, and 18th levels, you gain the ability to use another Incarnum Radiance power, also depending upon your alignment. You choose, during any round in which you activate your Incarnum Radiance, which effect to use; you cannot use two or more simultaneously. For all alignments, the Incarnum Radiance power gained at 3rd level is named the Aura, the 8th-level power the Reflection, the 13th-level power the Talent, and the 18th-level power, the Gift. At 10th level, you learn to use a special resonance effect of your Incarnum Radiance to affect an enemy rather than yourself or your allies. As a standard action, you can target an enemy within 30 feet to Curse. If the target does not share your alignment (for example, if a Good Incarnate targets a creature that is not Good) then the target is allowed a Will saving throw (DC 10 + ½ your Incarnate level + your CON modifier) to negate the effect. If the saving throw fails, the target is affected as described below, and remains affected until the end of its next turn. This uses up one round of your Incarnum Radiance (see above), but you can extend it beyond the target's next turn by using a free action each round in subsequent rounds (using up more rounds of your Incarnum Radiance as you do, and affecting the target exactly the same way without granting it any further saving throws to escape the Curse). If either you or the target falls unconscious, then the Incarnum Curse immediately ends regardless of when the target's next turn is. The effect of your Incarnum Curse depends upon your alignment, just as your Incarnum Radiance does. If you target a creature which shares your alignment (for example, a Lawful Incarnate targeting a Lawful-aligned creature), or if a differently-aligned target succeeds its saving throw, then the Curse has no effect, but the attempt still uses up one of your daily rounds of Incarnum Radiance. As you gain control over your powers of incarnum, you learn to share the effect of your Incarnum Radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your Incarnum Radiance or at the start of your turn if it is already active, you can choose for its benefit to also affect all allies within 30 feet of you (you must make this choice when you activate Incarnum Radiance and at the start of each turn you decide to keep it activated). Only allies who share your alignment can be affected; for example, a Good Incarnate cannot share Incarnum Radiance with allies who are not themselves Good, and an Incarnate of Balance cannot share Incarnum Radiance with allies who are not Neutral on at least one alignment axis. Any ally affected by Incarnum Radiance gains exactly the same benefit you do (including all bonuses and penalties, if applicable), and keeps it until the end of his or her next turn, even if that turn happens to fall in the next round. The benefit cannot last more than 1 round unless the ally is again within 30 feet of you at the start of your next turn, and you keep Incarnum Radiance active, and again choose to share it. If you share your Incarnum Radiance with any allies during its activation time, whether or not you shared it during every round it was activated, then you become Fatigued when you deactivate it (even if you do so by switching from one Incarnum Radiance effect to another, for example, from the Reflection to the Aura) or run out of total rounds per day. This Fatigue lasts 2 rounds per round you shared your Incarnum Radiance. Beginning at 17th level, sharing your Incarnum Radiance does not Fatigue you afterwards. [B]Balance:[/B] [LIST] [*][I]Aura of Stability (3rd):[/I] A faint golden mist emanates from you. You gain a +1 bonus to CMB and CMD for all combat maneuvers; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). [*][I]Reflection of Opposition (8th):[/I] A dark brown aura surrounds you. Once per round, as a free action, choose one of the four alignments (Chaos, Evil, Good, or Law). You are warded against attacks by creatures of that alignment, mental control, and summoned creatures, exactly as if you were protected by [I]Protection From [Alignment][/I] (where [Alignment] is the alignment you chose that way). Changing the specific alignment choice does not count as changing the Incarnum Radiance effect, for the purpose of determining Fatigue; as long as you keep this Reflection up for any of the four alignments, it counts as one use. [*][I]Curse of Instability (10th):[/I] The target takes a -1 penalty on CMB and CMD, for all combat maneuvers. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. [*][I]Talent for Coordination (13th):[/I] A weird glow changing slowly and steadily between green, through blue, to violet, and then back again, emanates from you. You gain a bonus on Acrobatics checks equal to your Incarnate level. [*][I]Gift of Neutralization (18th):[/I] A steady, intense field of gray light shines forth from you. You are immune to all alignment-based effects, and your attacks penetrate alignment-based Damage Reduction as if you were attacking with the correct alignment type to do so. Any alignment-based effect, such as [I]Protection From Evil, Chaos Hammer, Magic Circle Against Good[/I] or [I]Dictum[/I], functions as though you had unbeatable Spell Resistance against it, or as though you were not there at all (if the effect does not normally allow SR). [/LIST] [B]Chaotic:[/B] [LIST] [*][I]Aura of Action (3rd):[/I] A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every 5 Incarnate levels you gain (+20 at 5th level, +30 at 10th, +40 at 15th, etc.). [*][I]Reflection of Freedom (8th):[/I] A coruscating yellow glow emanates from you. You can move normally regardless of supernatural effects that impede movement, as if you were affected by [I]Freedom of Movement[/I]. [*][I]Curse of Hesitation (10th):[/I] The target's speed, in all forms of movement except Flying, is reduced by 10 feet. If the target has a Fly speed, that speed is instead reduced by 20 feet, and its maneuverability rating worsens by one step (to a minimum of Clumsy). When you reach 15th level, these penalties instead become -20 feet (-40 to Fly); finally, at 20th level, the penalties become -30 feet (-60 to Fly). Regardless of the magnitude of the penalties, the target's maneuverability rating is only worsened by one step. A target whose speed in a particular movement mode is reduced to 0 or less cannot use that movement mode at all until the Curse is ended (although it is not considered paralyzed, and is still able to defend itself, even if all of its movement modes are reduced to 0 or less). [*][I]Talent for Confusion (13th):[/I] A flickering glow of all colors, changing rapidly from one to another, erupts from you. You gain a bonus on Bluff checks equal to your Incarnate level, and can make one Bluff check per round as a free action. Any desired effect of this special "free" Bluff check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. [*][I]Gift of Luck (18th):[/I] Brilliant sky-blue light shines forth from your form. Any time you roll a d20 during the activation of this Gift, you may roll twice and take the more favorable result. [/LIST] [B]Evil:[/B] [LIST] [*][I]Aura of Hate (3rd):[/I] An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every 5 Incarnate levels you gain (+4 at 5th level, +6 at 10th, +8 at 15th, etc.). [*][I]Reflection of Anger (8th):[/I] A pulsing maroon-colored mist wafts from your body. You gain a +2 morale bonus on STR and CON, and a +1 morale bonus on Will saves, but have a -2 morale penalty to AC, just as if you were affected by a [I]Rage[/I] spell. Also like the spell, but unlike a Barbarian, you are not Fatigued when this Incarnum-inspired [I]Rage[/I] ends (unless you shared it with allies; see above). [*][I]Curse of Weakness (10th):[/I] The target takes a -2 penalty on all weapon or natural-weapon damage rolls. When you reach 15th level, this penalty instead becomes -4, and at 20th level, -6. [*][I]Talent for Fear (13th):[/I] A shuddering aura of dirty bluish-gray envelops your form. You gain a bonus on Intimidate checks equal to your Incarnate level, and can make one Intimidate check per round as a free action. Any desired effect of this special "free" Intimidate check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. [*][I]Gift of Doom (18th):[/I] An aura black as pitch envelops you. While this Gift is activated, all attacks you make have their critical threat range doubled, and this effect stacks with other effects that expand the critical threat range of a weapon or other attack. Furthermore, all critical threats you roll are automatically confirmed. [/LIST] [B]Good:[/B] [LIST] [*][I]Aura of Defense (3rd):[/I] Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). [*][I]Reflection of Serenity (8th):[/I] A steady wintergreen aura surrounds you. Fear, confusion, and other negative emotional states melt away from you, just as if you were under the effect of a [I]Calm Emotions[/I] spell, except that you do not lose morale bonuses while this Reflection is active- only penalties. If the Reflection ends before the duration of an emotion effect upon you has expired, then the emotion effect reasserts itself and again affects you as it did before you were affected by the Reflection. [*][I]Curse of Vulnerability (10th):[/I] The target takes a -1 penalty on Armor Class. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. [*][I]Talent for Love (13th):[/I] A warm halo of yellowish-orange surrounds you. You gain a bonus on Diplomacy checks equal to your Incarnate level, and can make one Diplomacy check per round as a free action. Any desired effect of this special "free" Diplomacy check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. [*][I]Gift of Glory (18th):[/I] Blinding radiance as if from the noonday sun surrounds you. You become immune to all Death effects, energy drain, and effects that cause negative levels. Negative levels you already have are not removed by this Gift, but they have no effect (and are effectively suppressed) while this Gift is active. [/LIST] [B]Lawful:[/B] [LIST] [*][I]Aura of Precision (3rd):[/I] You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). [*][I]Reflection of Community (8th):[/I] A flickering violet radiance envelops you. You become able to understand, speak, read, and write the language of any intelligent creature you are in contact with, as if you were affected by the [I]Tongues[/I] spell. [*][I]Curse of Inaccuracy (10th):[/I] The target takes a -1 penalty on all attack rolls. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. [*][I]Talent for Truth (13th):[/I] Faint but steady white light shines forth from you. You gain a bonus on Perception checks equal to your Incarnate level, and can make one Perception check per round as a free action. Any desired effect of this special "free" Perception check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. [*][I]Gift of Inevitability (18th):[/I] A bright orange glow wraps itself around you. You gain DR 10/-, and Resistance 10 to all energy types (Acid, Cold, Electricity, Fire, and Sonic). You are immune to Blindness, Deafness, Disease, Paralyzation, Poison, and Stunning. If you were affected by any effects bestowing one or more of these conditions before the Gift affected you, then they are held in abeyance while the Gift is active, but reassert themselves (as long as their duration has not expired) when it ends. [/LIST] [h=4][U]Archetypes[/U][/h] [B]Radiant:[/B] Not content to simply [I]be[/I] their alignment, some Incarnates choose to intentionally [I]spread[/I] their alignment. Taking the existence of the Incarnum Radiance ability as an example, these Incarnates try to grant the benefits of their chosen causes to others directly, and demonstrate their effectiveness, by gifting other people with the use of their special soulcrafting powers. These Incarnates, called Radiant Incarnates by other meldshapers, attempt to become living exemplars of their Incarnum Radiance gift as well as their chosen alignments. They give up some ability to meldshape in exchange for this specialty, but those to whom they gift their soulmelds and other powers rarely (if ever) fault them for that weakness. (Side note: this Archetype pulls in the ability I mentioned as being the core feature of the Bluesmith NPC class I made, namely the ability to share soulmelds with others. This ability is completely untested in actual play yet- it "feels" right to me, but I don't actually know yet how well it works in practice.) [B]Class Features:[/B] All of the following are class features of the Radiant Incarnate. [LIST] [*][B]Meldshaping:[/B] A Radiant Incarnate has a soulmeld limit one less than normal- thus, a 5th-level Radiant Incarnate can shape at most 3 soulmelds, rather than 4. This ability otherwise functions as and replaces the standard Incarnate Meldshaping class feature. [*][B]Infused Soulmeld (Su):[/B] A Radiant Incarnate exists to spread his or her alignment by providing its benefits directly to creatures that are open to accepting them- empowering allies with knowledge and abilities drawn from appropriate disembodied souls. As a full-round action that provokes attacks of opportunity, a Radiant Incarnate may transfer any one soulmeld he or she has shaped onto another willing creature by touch, as long as the creature receiving the soulmeld has the appropriate chakra unoccupied by any soulmeld or magic item and does not have an alignment opposed to any alignment descriptor the chosen soulmeld has (for example, an [I]Armguards of Disruption[/I] could not be transferred to an Evil-aligned creature, nor to a creature with another soulmeld already occupying its Arms Chakra). The Radiant must invest 1 point of essentia into the chosen soulmeld as it is transferred, or the soulmeld immediately unshapes; this essentia stays invested in the soulmeld but does not provide either the soulmeld's new wearer nor the Radiant who originally shaped it with any of the standard benefits that soulmeld would normally grant from essentia investment- the essentia is instead being used to keep the soulmeld intact on its new wearer. If the creature receiving the soulmeld has an essentia pool of its own, it may invest essentia into the transferred soulmeld as if it had shaped the soulmeld itself; the essentia invested by the Radiant to keep it intact upon its new wearer does not count in any way against the soulmeld's essentia capacity for investment. If the new wearer has the ability to bind a soulmeld to the chakra the transferred soulmeld occupies, then it may Bind the transferred soulmeld to that chakra using the normal rules for reshaping and rebinding soulmelds. The transferred soulmeld does not count against the new wearer's limits on soulmelds shaped, if it has any such limits, but it [I]does[/I] count as being a soulmeld occupying the appropriate chakra- so a creature gifted with an [I]Armguards of Disruption[/I] could not, for example, spend 15 minutes shaping a new [I]Bluesteel Bracers[/I] on itself unless it had the Double Chakra (Arms) feat. If the new wearer becomes unconscious or dead for any reason, the transferred soulmeld immediately unshapes, and the essentia the Radiant invested into it to keep it intact is divested as though the Radiant had done it himself or herself (see below). The Radiant Incarnate is [I]not[/I] able to invest essentia into the soulmeld, after it is transferred; for all intents and purposes, the soulmeld is considered unshaped from the perspective of the Radiant as soon as the transfer is completed. The Radiant may, in fact, shape a new soulmeld to replace the one just transferred; this uses the normal rules for shaping individual soulmelds. The only thing the Radiant must do while the transferred soulmeld remains shaped is keep the 1 point of essentia invested in it; as soon as the Radiant divests that essentia from the transferred soulmeld for any reason, the soulmeld immediately unshapes. This ability replaces Detect Opposition. [*][B]Remote Binding (Su):[/B] Beginning at 5th level, a Radiant Incarnate has the ability to specifically bind a soulmeld transferred using the Infused Soulmeld ability to the appropriate chakra of its new wearer, during the transfer. This does not harm the creature to whom the soulmeld is transferred, and grants that creature the full benefits of the appropriate Chakra Bind for the transferred soulmeld as long as the soulmeld remains shaped. Because the soulmeld is being bound to the other creature's chakra by a third party, it does not naturally stay bound the way a normal soulmeld would; the Radiant must carefully keep watch upon the soulmeld to be sure it does not spontaneously unbind itself, and can therefore only bind one transferred soulmeld to its new wearer's chakra this way at any given time. If the Radiant wishes, he or she can allow the transferred soulmeld to unbind (without actually unshaping it or divesting the essentia being used to keep it intact upon the new wearer), and free up this "Remote Binding slot" for another soulmeld. Soulmelds which have already been transferred to other creatures cannot be bound to their new wearers' chakras this way; the binding must be done during the actual transfer itself- but if the Radiant is not currently maintaining a Remote-Bound soulmeld, then he or she is free to bind a new soulmeld that he or she transfers to its new wearer's chakra during that transfer process. At 11th level, and then again at 17th level, the Radiant increases the number of Remote Binds he or she can maintain at a time by one. Thus, at 20th level, the Radiant can maintain three Remote-Bound soulmelds simultaneously. This ability replaces Rapid Meldshaping. [/LIST] The next Archetype requires some explanation: my own game setting features the existence of a strange cult called the Cult of Void, which worships an idea that alignments are by their nature restrictive and constrain a spirit from the chance to obtain "true Transcendence" (whatever you might take that to mean). They get genuine Divine magic, but the actual Entity they receive their power from is unknown to anybody (including, though you would be wise not to mention this around actual Cult members, the Cult itself). The existence of this "anti-alignment" Cult gave me the idea for the following Archetype, which is a version of that Cult's ideals applied to the Incarnate. Other GMs who like this idea but don't have a Cult of Void in their own setting should change the background info for this Archetype to match their own settings, as appropriate. [B]Void:[/B] Rather than espouse and display a unique alignment perspective, holding it up as superior to all others, a few who study the powers of Incarnum take a cue from the religion which holds that [B]no[/B] one alignment is superior to or more correct than any other (the cult of Void)- and try to create a new perspective from which to study meldshaping. Seeking to truly go Beyond the simple and base conflicts engendered by alignment beliefs, and attain a truly Transcendent state that they are certain lies behind and beyond them, these unique Incarnates truly are a breed apart from the rest. Still quite rare, most of them associate directly with the actual Cult of Void itself, but a few have begun to strike out on their own. Most who are aware of them call them Incarnates of Void, as a result of their association with the cult. [B]Class Features:[/B] All of the following are class features of the Incarnate of Void. [LIST] [*][B]Alignment:[/B] An Incarnate of Void can technically be of any alignment, though most are True Neutral simply because that happens to be the closest match to their "outside perspective" regarding the whole notion of alignment in the first place. [*][B]Aligned Soulmelds:[/B] Unlike standard Incarnates, Incarnates of Void are unrestricted in their selection of soulmelds- as long as those soulmelds are on the Incarnate 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]Bloodwar Gauntlets[/I]. [*][B]Aura of Distortion (Su):[/B] An Incarnate of Void produces a sort of anti-Aura, rather than the sort of alignment aura produced by other Incarnates. Regardless of what sort of effect is being used, the character shows up as an empty area in space (as if the effect were being blocked or absorbed) to any effect which detects alignment or alignment tendencies. More interestingly, even creatures which are [I]not[/I] using any sort of spell, power, or ability that detects alignment can sense something "off" about the character just from regular interactions with him or her. The Incarnate of Void has a penalty on Diplomacy checks and Handle Animal checks equal to -1, plus -1 per 5 levels of Incarnate he or she has; however, this same penalty applies to the Sense Motive modifier of any creature attempting to use that skill to discern something about the Incarnate of Void. Also, the character gains a bonus on Intimidate checks equal to +1, plus another +1 per 5 levels of Incarnate. This ability replaces Aura and Detect Opposition. [*][B]Incarnum Radiance (Su):[/B] An Incarnate of Void still produces Incarnum Radiance, but has a unique set of abilities that do not match those of any other type of Incarnate (summarized below). The Incarnate of Void can Share his or her Incarnum Radiance with all allies, regardless of alignment. It is also worth noting that Incarnates of Void do not produce "radiance" in the normal sense, when they use this power; that is, it does not manifest as a clear and obvious aura of light the way the Incarnum Radiance of other Incarnates does. Instead, an Incarnate of Void produces a strange sort of "ripple" in the air, like a heat shimmer, when using any effect of his or her Incarnum Radiance (allies, likewise, are covered with this colorless aura when the Incarnate is Sharing with them). [LIST] [*][I]Aura of Blankness (3rd):[/I] You gain a +1 bonus on Will saving throws; this bonus improves by 1 for every 5 Incarnate levels you gain (+2 at 5th level, +3 at 10th, +4 at 15th, etc.). [*][I]Reflection of Gravity (8th):[/I] You become able to tread on air as if on solid ground, just like the effect of the [I]Air Walk[/I] spell. Unlike the spell, if you stop using this Reflection (or run out of Incarnum Radiance rounds to use) while in midair, you fall and take damage normally. [*][I]Curse of Overstimulation (10th):[/I] The target takes a -1 penalty on all Will saving throws. When you reach 15th level, this penalty instead becomes -2, and at 20th level, -3. [*][I]Talent for Stillness (13th):[/I] You gain a bonus on Stealth checks equal to your Incarnate level, and can make one Stealth check per round as a free action. Any desired effect of this special "free" Stealth check is allowed, as long as the normal amount of time required to accomplish that aim is one minute or less, and using it does not affect your movement or other actions except by its results. [*][I]Gift of Space (18th):[/I] You do not provoke attacks of opportunity with any action you take, regardless of what it is. You are allowed to take any number of attacks of opportunity during each round this Gift is active, up to one such attack per opportunity. You are immune to Confusion, Entangling, Grapple, Nausea, Pinning, Sickening, Staggering, and Stunning. If you were affected by any effects bestowing one or more of these conditions before the Gift affected you, then they are held in abeyance while the Gift is active, but reassert themselves (as long as their duration has not expired) when it ends. [/LIST] [*][B]Nullify Soulmeld (Su):[/B] Beginning at 6th level, when an Incarnate of Void shapes his or her soulmelds, he or she can choose to deliberately shape one less soulmeld than his or her normal maximum capacity. If he or she does, then this class feature becomes an Incarnum receptacle, which the Incarnate of Void can invest essentia into as if it were an Incarnum feat. Investing essentia into this class feature allows the Incarnate of Void to target one opponent within 25 feet + 5 feet per point of invested essentia with a blast of "anti-Incarnum" (souls and soul energy which actively prevent other souls from sticking together or working as a unit) as a standard action that provokes attacks of opportunity. At 6th level, this attack works as [I]Suppress Magic[/I] on one of the target's soulmelds or magic items; at 12th, the Incarnate can either use the [I]Suppress Magic[/I] option as before or instead use [I]Unshape Soulmeld[/I] on one of the target's soulmelds. If the character uses the [I]Unshape Soulmeld[/I] option, and the target's soulmeld is in fact destroyed, then the essentia investment in this class feature is automatically and immediately reduced by 1 as soon as the soulmeld unshapes. Both the [I]Suppress Magic[/I] and [I]Unshape Soulmeld[/I] options use the Incarnate's class level as the caster level, for the purpose of resolving the effect. This ability replaces Conviction and Stalwart. [*][B]Transcendant Transformation (Su):[/B] At 20th level, the Incarnate of Void transforms into an Outsider, but does not gain any alignment subtype (even if his or her alignment is not True Neutral). Instead, the character becomes immune to Confusion and Insanity effects. This ability replaces True Incarnation. [/LIST] [/QUOTE]
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