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20th level Incarnates
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<blockquote data-quote="MerricB" data-source="post: 2795126" data-attributes="member: 3586"><p>G'day!</p><p></p><p>I've come up with a snapshot of the combat abilities of 20th level incarnates of each alignment. Have a look and tell me how they compare to 20th level characters of other classes:</p><p></p><p><strong>LN Azurin Incarnate 20</strong></p><p>Medium Outsider (Incarnum; Law)</p><p>Init +6; Senses: Spot +4, Listen +4</p><p>---</p><p>AC 43, touch 18, flat-footed 40</p><p>hp 152 (20 HD)</p><p>Resist Fire 10</p><p>Immune daze, paralysis, petrification, stun and slow</p><p>Fort +25, Ref +16, Will +21</p><p>--</p><p>Speed 20 ft (4 squares) or fly 10 ft (2 squares)</p><p>Melee +8 longsword +39/+34 (1d8+22 plus 8d6 electricity on first attack, lawful-aligned) or</p><p>Melee lightning gauntlets +30 touch (8d6 electricity)</p><p>Base Atk +10; Grp +17</p><p>Special Actions: Incarnum Radiance (in effect) +6 melee attack to all Lawful-aligned allies and self, lasts 11 rounds, 4/day; Perfect Meldshaper (1/day, for 7 rounds, max essentia in each soulmeld). </p><p>--</p><p>Soulmelds: Essentia 30; Capacity 6, 9 soulmelds, 5 binds</p><p>* Airstep Sandals 0 (feet, bound)</p><p>* Bluesteel Bracers 7 (arms): +2 init; +7 insight to melee weapon damage</p><p>* Incarnate Avatar 7 (soul, bound) +7 insight to melee attack</p><p>* Incarnate Weapon 8 (arms) +8 weapon, lawful-aligned</p><p>* Lightning Gauntlets 7 (hands, bound) 8d6 elect touch, or +8d6 elect to first melee weapon attack</p><p>* Lifebond Vestments 0 (heart, bound) heal others</p><p>* Mantle of Flame 1 (shoulders) 2d6 fire damage to all striking</p><p>* Planar Chausible 0 (brow, bound) resist fire 10; increase inc. radiance 1</p><p>* Vitality Belt 0 (waist) +20 hp per essentia; +4 morale bonus on Con checks</p><p>--</p><p>Str 24, Dex 19, Con 26, Int 16, Wis 18, Cha 13</p><p>Possessions: Combat Gear plus Belt of Magnificence +6 (MHb); Manual of Gainful Exercise +4 (used); bracers of Incarnum Focus; gauntlets of Incarnum Focus; +5 mithral platemail; +5 hvy shield; +5 ring of protection; +5 amulet of natural armour; +5 cloak of resistance; 225,000 gp in extra equipment</p><p>Feats: Bonus Essentia; Double Chakra (arms); Expanded Soulmeld Capacity x3; Healing Soul; Split Chakra (soul); Weapon Focus (longsword)</p><p>Skills: Concentration +35; Knowledge (the planes) +26.</p><p></p><p><strong>CN Azurin Incarnate 20</strong></p><p>Ranged: +5 Composite Longbow +30/+25 (1d8+17) or</p><p>Ranged: +5 Composite Longbow +28/+28/+23 (1d8+17), rapid shot or</p><p>Ranged: Dissolving Spittle +26 touch (8d6 acid + one extra round)</p><p>Spd: 80 ft</p><p>Str 16, Dex 24, Con 26</p><p>Items: Belt of Magnificence +6, Shirt of Incarnum Focus; Gloves of Incarnum Focus; manual of dexterity +4</p><p>Soulmelds: Dissolving Spittle, Incarnate Avatar, Sighting Gloves, Keeneye Lenses (bound to soul!), Spellward Shirt</p><p>Feats: Point Blank Shot, Rapid Shot, Extra Soulmeld Capacity x2, Bonus Essentia, Double Chakra (soul), Weapon Focus (longbow), Weapon Proficiency (longbow)</p><p></p><p><strong>NG Azurin Incarnate 20</strong></p><p>Melee: Lightning Gauntlets +14 touch (8d6 electricity)</p><p>Ranged: Dissolving Spittle +16 touch (8d6 acid + one extra round)</p><p>AC: 56. (+7 shield, +3 Dex, +13 armour, +5 deflection, +5 natural armour, +6 aura, +7 insight)</p><p>Items: +5 mithral full plate, belt of magnificence +6, +5 hvy shield, +5 ring of protection, +5 amulet of natural armour</p><p>Soulmelds: Incarnate Avatar, Dissolving Spittle, Lightning Gauntlets</p><p></p><p><strong>NE Azurin Incarnate 20</strong></p><p>Melee: +8 flail +27/+22 (1d8+43, plus 8d6 electricity on first attack; +7 to confirm criticals; evil)</p><p>Soulmelds: Incarnate Avatar, Lightning Gauntlets (hands), Incarnate Weapon (arms), Bloodwar Gauntlets (arms), Necrocarnate Weapon (hands) </p><p>Feats: Double Chakra (hands), Extra Soulmeld Capacity x3, Weapon Focus (Flail), Double Chakra (arms)</p><p>Str 24, Dex 20, Con 26</p><p>Items: Gauntlets of Incarnum focus, </p><p></p><p>Bloodwar gauntlets: +1 morale to attack, +7 morale to melee damage and rolls to confirm criticals</p><p>Incarnate avatar: +14 insight to melee damage</p><p>Necrocarnate Weapon: +8 profane to melee damage</p><p></p><p>###</p><p></p><p>The one non-standard item you may find problematic is the Belt of Magnificence +6, from the Miniatures Handbook. (+6 to all attributes; 200,000 gp). It might be replaced by a couple of regular stat items +6, but I don't like the standard slots for them. (Both wisdom and constitution needing the amulet slot? Not good).</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2795126, member: 3586"] G'day! I've come up with a snapshot of the combat abilities of 20th level incarnates of each alignment. Have a look and tell me how they compare to 20th level characters of other classes: [b]LN Azurin Incarnate 20[/b] Medium Outsider (Incarnum; Law) Init +6; Senses: Spot +4, Listen +4 --- AC 43, touch 18, flat-footed 40 hp 152 (20 HD) Resist Fire 10 Immune daze, paralysis, petrification, stun and slow Fort +25, Ref +16, Will +21 -- Speed 20 ft (4 squares) or fly 10 ft (2 squares) Melee +8 longsword +39/+34 (1d8+22 plus 8d6 electricity on first attack, lawful-aligned) or Melee lightning gauntlets +30 touch (8d6 electricity) Base Atk +10; Grp +17 Special Actions: Incarnum Radiance (in effect) +6 melee attack to all Lawful-aligned allies and self, lasts 11 rounds, 4/day; Perfect Meldshaper (1/day, for 7 rounds, max essentia in each soulmeld). -- Soulmelds: Essentia 30; Capacity 6, 9 soulmelds, 5 binds * Airstep Sandals 0 (feet, bound) * Bluesteel Bracers 7 (arms): +2 init; +7 insight to melee weapon damage * Incarnate Avatar 7 (soul, bound) +7 insight to melee attack * Incarnate Weapon 8 (arms) +8 weapon, lawful-aligned * Lightning Gauntlets 7 (hands, bound) 8d6 elect touch, or +8d6 elect to first melee weapon attack * Lifebond Vestments 0 (heart, bound) heal others * Mantle of Flame 1 (shoulders) 2d6 fire damage to all striking * Planar Chausible 0 (brow, bound) resist fire 10; increase inc. radiance 1 * Vitality Belt 0 (waist) +20 hp per essentia; +4 morale bonus on Con checks -- Str 24, Dex 19, Con 26, Int 16, Wis 18, Cha 13 Possessions: Combat Gear plus Belt of Magnificence +6 (MHb); Manual of Gainful Exercise +4 (used); bracers of Incarnum Focus; gauntlets of Incarnum Focus; +5 mithral platemail; +5 hvy shield; +5 ring of protection; +5 amulet of natural armour; +5 cloak of resistance; 225,000 gp in extra equipment Feats: Bonus Essentia; Double Chakra (arms); Expanded Soulmeld Capacity x3; Healing Soul; Split Chakra (soul); Weapon Focus (longsword) Skills: Concentration +35; Knowledge (the planes) +26. [b]CN Azurin Incarnate 20[/b] Ranged: +5 Composite Longbow +30/+25 (1d8+17) or Ranged: +5 Composite Longbow +28/+28/+23 (1d8+17), rapid shot or Ranged: Dissolving Spittle +26 touch (8d6 acid + one extra round) Spd: 80 ft Str 16, Dex 24, Con 26 Items: Belt of Magnificence +6, Shirt of Incarnum Focus; Gloves of Incarnum Focus; manual of dexterity +4 Soulmelds: Dissolving Spittle, Incarnate Avatar, Sighting Gloves, Keeneye Lenses (bound to soul!), Spellward Shirt Feats: Point Blank Shot, Rapid Shot, Extra Soulmeld Capacity x2, Bonus Essentia, Double Chakra (soul), Weapon Focus (longbow), Weapon Proficiency (longbow) [b]NG Azurin Incarnate 20[/b] Melee: Lightning Gauntlets +14 touch (8d6 electricity) Ranged: Dissolving Spittle +16 touch (8d6 acid + one extra round) AC: 56. (+7 shield, +3 Dex, +13 armour, +5 deflection, +5 natural armour, +6 aura, +7 insight) Items: +5 mithral full plate, belt of magnificence +6, +5 hvy shield, +5 ring of protection, +5 amulet of natural armour Soulmelds: Incarnate Avatar, Dissolving Spittle, Lightning Gauntlets [b]NE Azurin Incarnate 20[/b] Melee: +8 flail +27/+22 (1d8+43, plus 8d6 electricity on first attack; +7 to confirm criticals; evil) Soulmelds: Incarnate Avatar, Lightning Gauntlets (hands), Incarnate Weapon (arms), Bloodwar Gauntlets (arms), Necrocarnate Weapon (hands) Feats: Double Chakra (hands), Extra Soulmeld Capacity x3, Weapon Focus (Flail), Double Chakra (arms) Str 24, Dex 20, Con 26 Items: Gauntlets of Incarnum focus, Bloodwar gauntlets: +1 morale to attack, +7 morale to melee damage and rolls to confirm criticals Incarnate avatar: +14 insight to melee damage Necrocarnate Weapon: +8 profane to melee damage ### The one non-standard item you may find problematic is the Belt of Magnificence +6, from the Miniatures Handbook. (+6 to all attributes; 200,000 gp). It might be replaced by a couple of regular stat items +6, but I don't like the standard slots for them. (Both wisdom and constitution needing the amulet slot? Not good). Cheers! [/QUOTE]
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