Sollir Furryfoot
Explorer
A single ray of light cut silently through the darkness, slicing sideways through the pitch-black lair of the necromancer, Karthis, cutting straight through the spine of a skeleton, sending its remains to the floor. The sound of bones clattering the floor muffled the incantations that were said a moment later.
Suddenly, a light blossomed forth from the area close to where the sword was before. A brilliant figure, cloaked and armored with shimmering silver field, with thin, angelic wings of pure energy. His face half hidden beneath his shimmering, almost metallic hair, he gazed at the man in front of him with a crystal blue stare that seemed to penetrate into his very soul.
“Death has come.” The Soul Incarnate spoke calmly and firmly.
The necromancer pointed a finger in response, muttering arcane words and yelling, “Die.” Even as the Finger of Death took form, it had no effect over the figure. Seeing the impotence of his death magic, the necromancer continued by casting spell over spell at the seemingly invincible figure. A fireball, a cone of cold, a feeblemind spell-nothing took effect. "Who, no, what are you?" The necromancer exclaimed, at that moment realizing what was standing in front of him...had been an illusion.
Looking back at towards his newly created phylactery, Karthis looked in horror to see its remains shattered to tiny pieces, having only been completed for less than a day. It was the last thing he saw except for a bright silver light which had been lodged in his back and protruded his chest. It was not the last thing he had felt, however, his pain was the divine territory of the entity that he had attempted to elude, Death itself.
The Soul Incarnate looked upon the wizard’s remains. He looked toward the ground, feeling pity for the man. He, himself had once been just like him, he, and others like him-necromancers who had died only to be returned to life, had experienced the fate that Death had in store for his lot. A small shiver ran up his spine as he recalled the agonizing memory of it. He shaped the energy around him with his soul, it had become a sixth sense to him now-after all, it was an extension of who he was, at his core. A blinding aura of pure, incandescent light flowed from him, spreading out and destroying what was left of the necromancer’s lair. Not looking back, he stretched his crystalline wings and rose into the air, flying off.
The Soul Incarnate
There are many necromancers across the multiverse, perverting the forces of life and death, yet most of whom do it for a reason-to extend their natural life into unlife. However, many strive for this ability, but fail before they reach it-yet what happens to them after they die is rarely explored. Those who do die and are brought back are often too afraid to tell of the abysmal tortures that they undergo for playing with the primal forces of death, blocking the memory out of their minds-often causing them to strive more fiercely for a road to immortality. However, one strange occurrence has occurred several times, unbeknownst to most common scholars and wizards of the day-often, the most potent and, occasionally vile necromancers in life are offered a choice in death-to serve death itself, to become a Soul Incarnate. Those who accept Death's Deal find themselves reborn anew, gaining strange powers by focusing their mystical energies in their now strengthened soul...but at what price?
Hit Die: d6
Requirements
In order to be a Soul Incarnate, the character must fulfill all of the following criteria:
Feats: Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Spell Mastery (At least 1 Necromancy spell must be chosen)
Spells: Access to 3rd level arcane spells, at least one of which must be from the necromancy school.
Alignment: Any Lawful (Note that some Alignments may not be allowed in some campaigns, since this is partial to the death god of a setting)
Special: The would-be Soul Incarnate must be a specialist necromancer, who has died and is about to be raised.
Class Skills:
The Soul Incarnate's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (Religion), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
Class Features
The following are class features of the Soul Incarnate prestige class.
Weapon and Armor Proficiency: The Soul Incarnate is proficient with all simple and martial weapons.
Spells Per Day/Spells Known: At level 2, and every other level the Soul Incarnate gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a Soul incarnate, the player must decide to which class to add each Soul Incarnate level for the purpose of determining spells per day and spells known.
Death's Bargain: If the necromancer accepts Death's Bargain, instead of just losing a level from Raise Dead or Resurrection, he instead Replaces his highest class level with a level of the Soul Incarnate. If the effect bringing the character back to life is True Ressurection, however, the character may choose to replace his highest level in any one class with a level of Incarnate. Once this is done, the necromancer must continue leveling in this PrC until he reaches level 10 in it, after which he may level in any other class he wishes. Since he has accepted the deal, he may not lose his lawful alignment and must (roughly) follow the whims of death (often dealing with the destroying of the undead, or those who created them), if he fails to comply, he may be charged with a divine quest/geas, or in some cases, instant death. (The actual agenda and punishments of Death are up to the DM, as gods of death vary from campaign to campaign)
Reborn: When the necromancer re-enters the world, he finds that his body has changed and is completely different than the one he left behind. His hair color and eye color have changed, depending on his alignment (see below) and he is usually less physically impressive than he was before (although he still remains the same race that he was previously). His physical attributes (Str, Dex, Con) have their base scores each changed to 8+his Soul Incarnate level, and they may not benefit from any inherent bonuses (such as from reading a Tome or Wishes), although he retains his mental scores.
If Alignment is Good- Gold Eyes/White Hair, or vice versa.
If Alignment is Neutral- Blue Eyes/Silver Hair or vice versa.
If Alignment is Evil- Black Eyes/Red Hair or vice versa.
Necromantic Impotence: After the necromancer is reborn, he finds out eventually that he still is able to prepare and memorize necromantic spells, but is unable to cast them. Treat this as if he has a 100% Arcane Spell Failure chance with all spells from the Necromancy school (even if he has multiple spellcasting classes), which may not be lowered by any other ability. He may still expend these spell slots to fuel his other, newfound abilities though (See Below).
Spirit Armor (Su):The Soul Incarnate gains the ability to expand his life energy, encasing himself within a shimmering aura of light in order to protect himself. To use this ability, he must expend a single memorized spell of the necromancy school, gaining a 1+1/spell level sacraficed Armor bonus to his Armor Class. Unlike normal forms of armor, the Spirit Armor does not have an Armor Check Penalty or Arcane Spell Failure. This ability lasts for 1 minute per Soul Incarnate level and requires a standard action to form.
Bright Sword (Su): The Soul Incarnate is able to concentrate his life energy into a solid blade of light in his hand. To use this ability, he must expend a single memorized spell of the necromancy school. The Soul Incarnate's attack bonus with the blade is equal to his BAB+his Int mod+the level of the spell sacrificed. On a successful hit, the sword deals 2d8 +1/spell level sacrificed damage, and threatens on a 19-20, dealing x2 damage on a critical hit. For the purposes of getting through damage reduction, the blade is considered magical (if using 3.5e) or penetrates damage reductions as if it was a +1/spell level sacrificed (round down) weapon (if using 3e). This ability lasts for 1 round per Soul Incarnate level and requires a move equivalent action to form.
Wings of Fury (Su): The Soul Incarnate gains the ability to mold his life energy into a pair of wings of pure, fiery radiance. To use this ability, he must expend a single memorized spell of the necromancy school. The wings offer him a flight speed equal to his Base Movement Speed + 10 ft./Spell level sacrificed with a perfect maneuverability. This ability lasts for 1 minute per Soul Incarnate level and requires a move equivalent action to form.
Light Blast (Su): The Soul Incarnate gains the ability to shape his life energy into a solid beam of light which streaks out towards an opponent of his choice. To use this ability, he must expend a single memorized spell of the necromancy school. He then must make a ranged touch attack against his opponent, dealing 1d6/spell level +1 additional point/Soul Incarnate level damage. This ability requires a standard action to use.
Touch of Renewal (Su): The Soul Incarnate gains the ability to heal by focusing and expanding his life energy. To use this ability, he must expend a single memorized spell of the necromancy school. He heals (or damages undead) for 1d4 points/spell level sacrificed. Using this ability requires a partial action to use.
Luminescent Beacon (Su): The Soul Incarnate may expand his life force, focusing it into a brilliant light that blinds all those around him. To use this ability, he must expend a single memorized spell of the necromancy school. A bright sphere of light illuminates 5 ft.+5 ft./spell level sacrificed all around him. Those caught within its effect (except for the Soul Incarnate himself) must make a Reflex save (DC = to 10+1/2 his Soul Incarnate level+the level of the spell sacrificed) or become blinded for 1d4+1 rounds. Using this ability requires a partial action to use.
Incandescent Reflection (Su): Upon reaching his 7th level, the Soul Incarnate has achieved a strong control over his own inner soul, being able to hone its powers enough to protect him from almost any attack. Whenever damaged by any source, the Soul Incarnate can sacrifice a single memorized spell of the necromancy school in order to prevent 2/spell level (or 1 point for a 0th level spell) damage to himself. He may use this ability multiple times in a round, requiring no action, although he must be aware of the attack and not be caught flat-footed.
Sealed Life (Su): Upon reaching 8h level, the Soul Incarnate cannot lose levels due to energy draining effects (although death still results in level loss, as do other level-or experience-draining penalties).
Aura of Brilliance (Su): Upon reaching his 9th level, the Soul Incarnate begins to radiate a constant aura of bright light, which disrupts the negative energy forces of undead around him. He is surrounded by a constant, 30' aura that functions as a Daylight spell, in which all undead within the light automatically take 1d6 damage per round.
Soul Burst (Su): Upon reaching his 10th level, the Soul Incarnate gains the ability to sacrifice his life energy in order to create a blast of brilliant energy that drives everything next to him back. Once per day, he may sacrifice his hit points in 5 point increments (although he may not sacrifice an amount of hitpoints to bring him past -10) to form a powerful blast of light that emanates from him and strikes in every direction. This ability affects everyone within a radius equal in ft. to the amount of his hit points sacrificed. Everyone caught within it take 1 point of damage per 5 points of hp sacrificed (Undead take double damage), and are pushed back to the outer edge of the Burst unless they succeed a Strength check (DC 10+Soul Incarnate level+1/5 hp sacrificed). This ability requires a full round action to use.
Alignment Variations in Powers:
Depending on his alignment, a Soul Incarnate's powers vary in appearance and power.
Good-The light that manifests when he uses his powers is a pure white. His Bright Sword deals double damage on all successful strikes to undead, and he may use Touch of Renewal only to heal others or damage undead.
Neutral-The light that manifests when he uses his powers is a bright silver. His Bright Sword is considered Keen, and he may use Touch of Renewal to heal himself, heal others or damage undead.
Evil-The light that manifests when he uses his powers is a crimson red. His Bright Sword is considered Vicious (each successful strike deals an additional +2d6 damage, although the Soul Incarnate takes 1d6 points of damage as well), and he may use Touch of Renewal only to heal himself or damage undead.
Comments, Suggestions, and Feedback appreciated
Suddenly, a light blossomed forth from the area close to where the sword was before. A brilliant figure, cloaked and armored with shimmering silver field, with thin, angelic wings of pure energy. His face half hidden beneath his shimmering, almost metallic hair, he gazed at the man in front of him with a crystal blue stare that seemed to penetrate into his very soul.
“Death has come.” The Soul Incarnate spoke calmly and firmly.
The necromancer pointed a finger in response, muttering arcane words and yelling, “Die.” Even as the Finger of Death took form, it had no effect over the figure. Seeing the impotence of his death magic, the necromancer continued by casting spell over spell at the seemingly invincible figure. A fireball, a cone of cold, a feeblemind spell-nothing took effect. "Who, no, what are you?" The necromancer exclaimed, at that moment realizing what was standing in front of him...had been an illusion.
Looking back at towards his newly created phylactery, Karthis looked in horror to see its remains shattered to tiny pieces, having only been completed for less than a day. It was the last thing he saw except for a bright silver light which had been lodged in his back and protruded his chest. It was not the last thing he had felt, however, his pain was the divine territory of the entity that he had attempted to elude, Death itself.
The Soul Incarnate looked upon the wizard’s remains. He looked toward the ground, feeling pity for the man. He, himself had once been just like him, he, and others like him-necromancers who had died only to be returned to life, had experienced the fate that Death had in store for his lot. A small shiver ran up his spine as he recalled the agonizing memory of it. He shaped the energy around him with his soul, it had become a sixth sense to him now-after all, it was an extension of who he was, at his core. A blinding aura of pure, incandescent light flowed from him, spreading out and destroying what was left of the necromancer’s lair. Not looking back, he stretched his crystalline wings and rose into the air, flying off.
The Soul Incarnate
There are many necromancers across the multiverse, perverting the forces of life and death, yet most of whom do it for a reason-to extend their natural life into unlife. However, many strive for this ability, but fail before they reach it-yet what happens to them after they die is rarely explored. Those who do die and are brought back are often too afraid to tell of the abysmal tortures that they undergo for playing with the primal forces of death, blocking the memory out of their minds-often causing them to strive more fiercely for a road to immortality. However, one strange occurrence has occurred several times, unbeknownst to most common scholars and wizards of the day-often, the most potent and, occasionally vile necromancers in life are offered a choice in death-to serve death itself, to become a Soul Incarnate. Those who accept Death's Deal find themselves reborn anew, gaining strange powers by focusing their mystical energies in their now strengthened soul...but at what price?
Hit Die: d6
Requirements
In order to be a Soul Incarnate, the character must fulfill all of the following criteria:
Feats: Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Spell Mastery (At least 1 Necromancy spell must be chosen)
Spells: Access to 3rd level arcane spells, at least one of which must be from the necromancy school.
Alignment: Any Lawful (Note that some Alignments may not be allowed in some campaigns, since this is partial to the death god of a setting)
Special: The would-be Soul Incarnate must be a specialist necromancer, who has died and is about to be raised.
Class Skills:
The Soul Incarnate's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Arcane) (Int), Knowledge (Religion), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
Code:
Level BAB F/R/W Special
1st +1 2/0/2 Death's Bargain, Necromantic Impotence, Reborn, Spirit Armor
2nd +2 3/0/3 Bright Sword, +1 caster level
3rd +3 3/1/3 Wings of Fury
4th +4 4/1/4 Light Blast, +1 caster level
5th +5 4/1/4 Touch of Renewal
6th +6 5/2/5 Luminescent Beacon, +1 caster level
7th +7 5/2/5 Incandescent Reflection
8th +8 6/2/6 Sealed Life, +1 caster level
9th +9 6/3/6 Aura of Brilliance
10th +10 7/3/7 Soul Burst, +1 caster level
Class Features
The following are class features of the Soul Incarnate prestige class.
Weapon and Armor Proficiency: The Soul Incarnate is proficient with all simple and martial weapons.
Spells Per Day/Spells Known: At level 2, and every other level the Soul Incarnate gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a Soul incarnate, the player must decide to which class to add each Soul Incarnate level for the purpose of determining spells per day and spells known.
Death's Bargain: If the necromancer accepts Death's Bargain, instead of just losing a level from Raise Dead or Resurrection, he instead Replaces his highest class level with a level of the Soul Incarnate. If the effect bringing the character back to life is True Ressurection, however, the character may choose to replace his highest level in any one class with a level of Incarnate. Once this is done, the necromancer must continue leveling in this PrC until he reaches level 10 in it, after which he may level in any other class he wishes. Since he has accepted the deal, he may not lose his lawful alignment and must (roughly) follow the whims of death (often dealing with the destroying of the undead, or those who created them), if he fails to comply, he may be charged with a divine quest/geas, or in some cases, instant death. (The actual agenda and punishments of Death are up to the DM, as gods of death vary from campaign to campaign)
Reborn: When the necromancer re-enters the world, he finds that his body has changed and is completely different than the one he left behind. His hair color and eye color have changed, depending on his alignment (see below) and he is usually less physically impressive than he was before (although he still remains the same race that he was previously). His physical attributes (Str, Dex, Con) have their base scores each changed to 8+his Soul Incarnate level, and they may not benefit from any inherent bonuses (such as from reading a Tome or Wishes), although he retains his mental scores.
If Alignment is Good- Gold Eyes/White Hair, or vice versa.
If Alignment is Neutral- Blue Eyes/Silver Hair or vice versa.
If Alignment is Evil- Black Eyes/Red Hair or vice versa.
Necromantic Impotence: After the necromancer is reborn, he finds out eventually that he still is able to prepare and memorize necromantic spells, but is unable to cast them. Treat this as if he has a 100% Arcane Spell Failure chance with all spells from the Necromancy school (even if he has multiple spellcasting classes), which may not be lowered by any other ability. He may still expend these spell slots to fuel his other, newfound abilities though (See Below).
Spirit Armor (Su):The Soul Incarnate gains the ability to expand his life energy, encasing himself within a shimmering aura of light in order to protect himself. To use this ability, he must expend a single memorized spell of the necromancy school, gaining a 1+1/spell level sacraficed Armor bonus to his Armor Class. Unlike normal forms of armor, the Spirit Armor does not have an Armor Check Penalty or Arcane Spell Failure. This ability lasts for 1 minute per Soul Incarnate level and requires a standard action to form.
Bright Sword (Su): The Soul Incarnate is able to concentrate his life energy into a solid blade of light in his hand. To use this ability, he must expend a single memorized spell of the necromancy school. The Soul Incarnate's attack bonus with the blade is equal to his BAB+his Int mod+the level of the spell sacrificed. On a successful hit, the sword deals 2d8 +1/spell level sacrificed damage, and threatens on a 19-20, dealing x2 damage on a critical hit. For the purposes of getting through damage reduction, the blade is considered magical (if using 3.5e) or penetrates damage reductions as if it was a +1/spell level sacrificed (round down) weapon (if using 3e). This ability lasts for 1 round per Soul Incarnate level and requires a move equivalent action to form.
Wings of Fury (Su): The Soul Incarnate gains the ability to mold his life energy into a pair of wings of pure, fiery radiance. To use this ability, he must expend a single memorized spell of the necromancy school. The wings offer him a flight speed equal to his Base Movement Speed + 10 ft./Spell level sacrificed with a perfect maneuverability. This ability lasts for 1 minute per Soul Incarnate level and requires a move equivalent action to form.
Light Blast (Su): The Soul Incarnate gains the ability to shape his life energy into a solid beam of light which streaks out towards an opponent of his choice. To use this ability, he must expend a single memorized spell of the necromancy school. He then must make a ranged touch attack against his opponent, dealing 1d6/spell level +1 additional point/Soul Incarnate level damage. This ability requires a standard action to use.
Touch of Renewal (Su): The Soul Incarnate gains the ability to heal by focusing and expanding his life energy. To use this ability, he must expend a single memorized spell of the necromancy school. He heals (or damages undead) for 1d4 points/spell level sacrificed. Using this ability requires a partial action to use.
Luminescent Beacon (Su): The Soul Incarnate may expand his life force, focusing it into a brilliant light that blinds all those around him. To use this ability, he must expend a single memorized spell of the necromancy school. A bright sphere of light illuminates 5 ft.+5 ft./spell level sacrificed all around him. Those caught within its effect (except for the Soul Incarnate himself) must make a Reflex save (DC = to 10+1/2 his Soul Incarnate level+the level of the spell sacrificed) or become blinded for 1d4+1 rounds. Using this ability requires a partial action to use.
Incandescent Reflection (Su): Upon reaching his 7th level, the Soul Incarnate has achieved a strong control over his own inner soul, being able to hone its powers enough to protect him from almost any attack. Whenever damaged by any source, the Soul Incarnate can sacrifice a single memorized spell of the necromancy school in order to prevent 2/spell level (or 1 point for a 0th level spell) damage to himself. He may use this ability multiple times in a round, requiring no action, although he must be aware of the attack and not be caught flat-footed.
Sealed Life (Su): Upon reaching 8h level, the Soul Incarnate cannot lose levels due to energy draining effects (although death still results in level loss, as do other level-or experience-draining penalties).
Aura of Brilliance (Su): Upon reaching his 9th level, the Soul Incarnate begins to radiate a constant aura of bright light, which disrupts the negative energy forces of undead around him. He is surrounded by a constant, 30' aura that functions as a Daylight spell, in which all undead within the light automatically take 1d6 damage per round.
Soul Burst (Su): Upon reaching his 10th level, the Soul Incarnate gains the ability to sacrifice his life energy in order to create a blast of brilliant energy that drives everything next to him back. Once per day, he may sacrifice his hit points in 5 point increments (although he may not sacrifice an amount of hitpoints to bring him past -10) to form a powerful blast of light that emanates from him and strikes in every direction. This ability affects everyone within a radius equal in ft. to the amount of his hit points sacrificed. Everyone caught within it take 1 point of damage per 5 points of hp sacrificed (Undead take double damage), and are pushed back to the outer edge of the Burst unless they succeed a Strength check (DC 10+Soul Incarnate level+1/5 hp sacrificed). This ability requires a full round action to use.
Alignment Variations in Powers:
Depending on his alignment, a Soul Incarnate's powers vary in appearance and power.
Good-The light that manifests when he uses his powers is a pure white. His Bright Sword deals double damage on all successful strikes to undead, and he may use Touch of Renewal only to heal others or damage undead.
Neutral-The light that manifests when he uses his powers is a bright silver. His Bright Sword is considered Keen, and he may use Touch of Renewal to heal himself, heal others or damage undead.
Evil-The light that manifests when he uses his powers is a crimson red. His Bright Sword is considered Vicious (each successful strike deals an additional +2d6 damage, although the Soul Incarnate takes 1d6 points of damage as well), and he may use Touch of Renewal only to heal himself or damage undead.
Comments, Suggestions, and Feedback appreciated

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