Incarnum 4
Incarnum 4
th
th
Edition
Edition
By Chris “Goober” Ramsley
By Chris “Goober” Ramsley
T
Table of
able of Contents:
Contents:
Intro
Introductioduction...n...2...2
Incarnum Power Source...2
Incarnum Power Source...2
Soulme Soulmelds...lds...2...2
Multiclassed Incarnum...2
Multiclassed Incarnum...2
Chapter One: Races...3
Chapter One: Races...3
Azuri Azurinn ...3...3 Duskl Duskling...ing...4...4 Rilkan... Rilkan...5...5 Skarn... Skarn...6...6 Chapt Chapter er Two: Two: ClassClasseses ...7...7
Incar Incarnate...nate...7...7
Creati Creating ng an an IncarIncarnatenate ...7...7
Implem Implements...ents...8..8
Incar Incarnate nate Class Class FeatuFeaturesres ...8..8
Class Class FeaturFeature e PowerPowerss ...9...9
Level 1 Level 1 At-WiAt-Will ll ChannChannelsels ...10...10
Combat Combat SoulmeSoulmeldslds ...11...11
Level 2 Level 2 Utility SoulmeldUtility Soulmeldss ...12...12
Soulbo Soulborn...rn...13...13
Creati Creating ng a a SoulboSoulbornrn ...13...13
Implem Implements...ents...14...14
Soulborn Class Features...14
Soulborn Class Features...14
Class Class FeaturFeature e PowerPowerss ...15...15
Level 1 Level 1 At-WiAt-Will ll ChannChannelsels ...15...15
Combat Combat SoulmeSoulmeldslds ...16...16
Totemi Totemistst ...17...17
Creati Creating ng a a TotemisTotemist...t...17...17
Implem Implements...ents...18...18
Totemis Totemist t Class Class FeatuFeaturesres ...18...18
Class Class FeaturFeature e PowerPowerss ...19...19
Level 1 Level 1 At-WiAt-Will ll ChannChannelsels ...19...19
Combat Combat SoulmeSoulmeldslds ...20...20
Level 1 Level 1 PrimaPrimal l SoulmeSoulmeldslds ...20...20
Chapt Chapter er ThreeThree: : Feats...Feats...21...21
Introduction
Introduction
Incarnum Power Source
Incarnum Power Source
Incarnum is an amorphous magical substance made up of the Incarnum is an amorphous magical substance made up of the soul energies of all sentient creatures. Characters can learn to soul energies of all sentient creatures. Characters can learn to shape and use this energy, which is never used or expended, shape and use this energy, which is never used or expended, but rather used and then returned to the cosmos. Incarnum but rather used and then returned to the cosmos. Incarnum powers are called
powers are called channelschannels oror soulmeldssoulmelds. Channels are. Channels are manipulation of incarnum in its pure form, using it directly to manipulation of incarnum in its pure form, using it directly to gain effects and soulmelds are shaped incarnum that grant gain effects and soulmelds are shaped incarnum that grant characters capabilities.
characters capabilities.
Soulmelds
Soulmelds
Incarnum characters all have the ability to shape various types Incarnum characters all have the ability to shape various types of soulmelds. A character that has shaped a soulmeld gains of soulmelds. A character that has shaped a soulmeld gains access to all listed powers and effects, including essentia access to all listed powers and effects, including essentia benefits for the type of essentia you invest in it, chakra bind benefits for the type of essentia you invest in it, chakra bind powers for the chakra you bind it to, and the totem benefits if powers for the chakra you bind it to, and the totem benefits if you take the soulmeld as your totem.
you take the soulmeld as your totem.
Multiclassed Incarnum
Multiclassed Incarnum
Since meldshaping, essentia, and chakra binds are all class Since meldshaping, essentia, and chakra binds are all class features, multiclassing into an incarnum class does not give features, multiclassing into an incarnum class does not give you these features. Instead, you learn to shape a single you these features. Instead, you learn to shape a single soulmeld at a time, invest your essentia once, and bind soulmeld at a time, invest your essentia once, and bind soulmelds to chakras once, and keep those decisions. You may soulmelds to chakras once, and keep those decisions. You may “retrain” the choices of essentia investment and chakra binds “retrain” the choices of essentia investment and chakra binds once each level for free.
Chapter One: Races
Chapter One: Races
Azurin
Azurin
A race infused with incarnum, born to master their souls. A race infused with incarnum, born to master their souls.
Racial Traits
Racial Traits
Average Height: Average Height: 5’ 6” – 6’ 2”5’ 6” – 6’ 2” Average Weight: Average Weight: 135-220 lb.135-220 lb. Ability Scores:Ability Scores:+2 to one ability score of your choice+2 to one ability score of your choice Size:
Size:MediumMedium Speed:
Speed:6 squares6 squares Vision:
Vision:NormalNormal Languages:
Languages:Common, choice of one otherCommon, choice of one other Skill Bonuses:
Skill Bonuses: +2 Endurance, +2 Insight+2 Endurance, +2 Insight Bonus Feat:
Bonus Feat: You gain a bonus feat at 1You gain a bonus feat at 1stst level. You mustlevel. You must meet the feat’s prerequisites.
meet the feat’s prerequisites. Essentia Flow:
Essentia Flow: Essentia flows through you naturally,Essentia flows through you naturally, granting you a +1 bonus to
granting you a +1 bonus to saving throws.saving throws. Human Heritage:
Human Heritage: You can take feats that have human as aYou can take feats that have human as a prerequisite, as long as you meet
prerequisite, as long as you meet any other prerequisites.any other prerequisites. Azure Defense:
Azure Defense: You can useYou can use azure defenseazure defense as an encounteras an encounter power.
power.
Azure Defense
Azure Defense
Azurin Racial PowerAzurin Racial PowerYou channel essentia into your body, steeling yourself against You channel essentia into your body, steeling yourself against attack.
attack. Encounter
Encounter IncarnumIncarnum Immediate Interrupt
Immediate Interrupt PersonalPersonal Trigger:
Trigger:An enemy hits you with an attack.An enemy hits you with an attack. Effect:
Effect: You take half damage from the attack. You may chooseYou take half damage from the attack. You may choose to use this ability after you know how much damage the to use this ability after you know how much damage the attack will deal.
attack will deal.
Duskling
Duskling
“Use Incarnum? I am incarnum.” “Use Incarnum? I am incarnum.”
– Chevaril, duskling ranger – Chevaril, duskling ranger
Racial Traits
Racial Traits
Average Height: Average Height:4’ 8” – 5’ 4”4’ 8” – 5’ 4” Average Weight: Average Weight: 100-140 lb.100-140 lb. Ability Scores:Ability Scores:+2 Constitution, +2 Wisdom+2 Constitution, +2 Wisdom Size:
Size:MediumMedium Speed:
Speed:6 squares6 squares Vision:
Vision:Low-lightLow-light Languages:
Languages: Common, ElvenCommon, Elven Skill Bonuses:
Skill Bonuses: +2 Endurance, +2 Insight+2 Endurance, +2 Insight Duskling Essentia:
Duskling Essentia: You have access to a small amount of You have access to a small amount of personal essentia, which you can invest in one of the personal essentia, which you can invest in one of the following effects. While invested, you gain the listed following effects. While invested, you gain the listed benefit. You may change which effect you are invested benefit. You may change which effect you are invested in after a short rest.
in after a short rest. Dark sight:
Dark sight: You gain darkvision and a +2 racialYou gain darkvision and a +2 racial bonus to Perception checks.
bonus to Perception checks. Speed boost:
Speed boost: Your base land movement speedYour base land movement speed increases by 1.
increases by 1. Tough:
Tough: You gain a +1 racial bonus to your FortitudeYou gain a +1 racial bonus to your Fortitude defense.
defense. Fey Origin:
Fey Origin: Your ancestors were native to the Feywild, soYour ancestors were native to the Feywild, so you are considered a fey creature for the purpose of you are considered a fey creature for the purpose of effects that relate to creature origin.
effects that relate to creature origin. Quick:
Quick:You gain a +1 You gain a +1 racial bonus to your Reflex defense.racial bonus to your Reflex defense. In addition, you gain a +2 racial bonus to all In addition, you gain a +2 racial bonus to all initiative rolls.
initiative rolls. ?:
Rilkan
Rilkan
Rakish entrepreneurs and daredevils of fortune that Rakish entrepreneurs and daredevils of fortune that believe in drinking deep from the cup of life.
believe in drinking deep from the cup of life.
Racial Traits
Racial Traits
Average Height: Average Height:5’ 4” – 6’ 0”5’ 4” – 6’ 0” Average Weight: Average Weight: 130-200 lb.130-200 lb. Ability Scores:Ability Scores:+2 Dexterity, +2 Charisma+2 Dexterity, +2 Charisma Size:
Size:MediumMedium Speed:
Speed:7 squares7 squares Vision:
Vision:NormalNormal Languages:
Languages: Common, choice of one otherCommon, choice of one other Skill Bonuses:
Skill Bonuses: +2 Bluff, +2 Diplomacy+2 Bluff, +2 Diplomacy ?:
?: ?: ?:
Racial Knowledge:
Racial Knowledge: The Rilkan race is linked throughThe Rilkan race is linked through incarnum to the accumulated knowledge of their entire incarnum to the accumulated knowledge of their entire people. You gain a +2 bonus to all skill checks made to people. You gain a +2 bonus to all skill checks made to remember information or lore.
remember information or lore. Team Player:
Team Player: When you use the Aid Another action, youWhen you use the Aid Another action, you grant a +3 bonus instead of +2.
Skarn
Skarn
Strong, sophisticated warriors of intellect that seek Strong, sophisticated warriors of intellect that seek “perfection of form.” “perfection of form.”
Racial Traits
Racial Traits
Average Height: Average Height:5’ 8” – 6’ 4”5’ 8” – 6’ 4” Average Weight: Average Weight: 165-255 lb.165-255 lb. Ability Scores:Ability Scores:+2 Strength, +2 Intelligence+2 Strength, +2 Intelligence Size:
Size:MediumMedium Speed:
Speed:6 squares6 squares Vision:
Vision:NormalNormal Languages:
Languages: Common, choice of one otherCommon, choice of one other Skill Bonuses:
Skill Bonuses: +2 Athletics, +2 Intimidate+2 Athletics, +2 Intimidate ?:
?: ?: ?: Proud:
Proud:You gain a +1 racial You gain a +1 racial bonus to your Will defense.bonus to your Will defense. In addition,. You gain a +5 racial bonus to saving In addition,. You gain a +5 racial bonus to saving throws against fear effects.
throws against fear effects. Spines:
Spines: Your unarmed attacks deal 1d6 damage, and have aYour unarmed attacks deal 1d6 damage, and have a +2 proficiency bonus. You can make off-hand attacks +2 proficiency bonus. You can make off-hand attacks with your unarmed attacks.
Chapter Two: Classes
Chapter Two: Classes
Incarnate
Incarnate
“I embody the essence of reality. I shape souls to my will. “I embody the essence of reality. I shape souls to my will. I am life incarnate.”
I am life incarnate.”
Class Traits
Class Traits
Role:
Role: Controller/Leader. You have an equal number of Controller/Leader. You have an equal number of abilities that control the battlefield and inspire your abilities that control the battlefield and inspire your allies.
allies. Power Source:
Power Source: Incarnum. You shape the power of raw soulIncarnum. You shape the power of raw soul energy to create soulmelds and infuse them with energy to create soulmelds and infuse them with essentia.
essentia. Key Abilities:
Key Abilities:Intelligence, Wisdom, Constitution, StrengthIntelligence, Wisdom, Constitution, Strength Armor Proficiencies:
Armor Proficiencies: Cloth, leather, hide, chainmailCloth, leather, hide, chainmail Weapon Proficiencies:
Weapon Proficiencies: Simple melee, simple rangedSimple melee, simple ranged Implements:
Implements: JewelsJewels Bonus to Defenses:
Bonus to Defenses: +1 Fortitude, +1 Will+1 Fortitude, +1 Will Hit Points at 1
Hit Points at 1ststLevel:Level: 12 + Constitution score12 + Constitution score Hit Points per Level Gained:
Hit Points per Level Gained: 55 Healing Surges per Day:
Healing Surges per Day: 6 + Constitution modifier6 + Constitution modifier Trained Skills:
Trained Skills: Insight. From the class skill list below,Insight. From the class skill list below, choose three more trained skills at 1
choose three more trained skills at 1ststlevel.level. Class skills:Class skills: Arcana (Int), Endurance (Con), Heal (Wis), History Arcana (Int), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Perception (Wis), Religion
(Int), Insight (Wis), Perception (Wis), Religion (Int).(Int). Build Options:
Build Options: Inspiring incarnate, shaper incarnateInspiring incarnate, shaper incarnate Class Features:
Class Features: Meldshaping, Essentia, Chakra Binds,Meldshaping, Essentia, Chakra Binds, Incarnum Radiance
Incarnum Radiance
Incarnates are wielders of incarnum, using soul energy to Incarnates are wielders of incarnum, using soul energy to shape soulmelds that allow them to use a massive variety of shape soulmelds that allow them to use a massive variety of effects, primarily those that bolster allies and inhibit enemies. effects, primarily those that bolster allies and inhibit enemies. Incarnates learn to open their chakras and bind soulmelds to Incarnates learn to open their chakras and bind soulmelds to them, granting them even
them, granting them even greater power.greater power.
You could be a student of magic that discovered You could be a student of magic that discovered incarnum, a divinely gifted individual, granted access to the incarnum, a divinely gifted individual, granted access to the power of your soul by the gods, or simply an insightful mystic power of your soul by the gods, or simply an insightful mystic that has learned to shape the energy that flows through your that has learned to shape the energy that flows through your chakras.
chakras.
The power of your soul and the
The power of your soul and the energy that flows throughenergy that flows through all of existence is at your command. What wonders will you all of existence is at your command. What wonders will you shape with the power of
shape with the power of incarnum?incarnum?
Creating an Incarnate
Creating an Incarnate
Incarnates rely on Intelligence and Wisdom for most of their Incarnates rely on Intelligence and Wisdom for most of their key abilities and powers. Constitution is also useful for some key abilities and powers. Constitution is also useful for some powers, and Strength is useful for any incarnate planning to powers, and Strength is useful for any incarnate planning to enter melee combat often. Dexterity and Charisma rarely come enter melee combat often. Dexterity and Charisma rarely come into play, but could be useful for some powers. You will most into play, but could be useful for some powers. You will most likely want to spread you ability scores out to emphasize your likely want to spread you ability scores out to emphasize your versatility. Incarnates start with three common builds: the versatility. Incarnates start with three common builds: the adaptive incarnate, the inspiring incarnate, and the shaper adaptive incarnate, the inspiring incarnate, and the shaper incarnate.
incarnate.
Adaptive Incarnate
Adaptive Incarnate
You spread your powers out among all possibilities, You spread your powers out among all possibilities, emphasizing your unmatched adaptability. You shape a emphasizing your unmatched adaptability. You shape a different set of soulmelds and bind them to different chakras different set of soulmelds and bind them to different chakras each day, and you move your essentia often. Intelligence and each day, and you move your essentia often. Intelligence and Wisdom are most important to you, and Constitution and Wisdom are most important to you, and Constitution and Strength should be given second choice. One of Dexterity or Strength should be given second choice. One of Dexterity or Charisma should be assigned a positive score modifier if Charisma should be assigned a positive score modifier if possible.
possible.
Suggested Feat:
Suggested Feat: Expert Meldshaper (Human feat: ?,Expert Meldshaper (Human feat: ?, Azurin feat: ?)
Azurin feat: ?)
Suggested Skills:
Suggested Skills: Endurance, Heal, Perception, ReligionEndurance, Heal, Perception, Religion Suggested At-Will Powers:
Suggested At-Will Powers: Lucky dice Lucky dice,, soul forcesoul force Suggested Soulmelds:
Inspiring Incarnate
Inspiring Incarnate
You focus on your leadership qualities, standing with your You focus on your leadership qualities, standing with your and inspiring them with your judgment and insight. Wisdom is and inspiring them with your judgment and insight. Wisdom is your most important ability scores, and Strength is important your most important ability scores, and Strength is important for many of your powers. Constitution also aids you, and for many of your powers. Constitution also aids you, and Intelligence is useful if you plan to use control powers as well. Intelligence is useful if you plan to use control powers as well.
Suggested Feat:
Suggested Feat: Toughness (Human feat: Action Surge,Toughness (Human feat: Action Surge, Azurin feat: ?)
Azurin feat: ?)
Suggested Skills:
Suggested Skills: Endurance, Heal, Perception, ReligionEndurance, Heal, Perception, Religion Suggested At-Will Powers:
Suggested At-Will Powers: Essential strike Essential strike ,, lucky dicelucky dice Suggested Soulmelds:
Suggested Soulmelds:??
Shaper Incarnate
Shaper Incarnate
You focus on your controlling abilities, reducing the You focus on your controlling abilities, reducing the capabilities of your enemies, attacking swarms of weaker capabilities of your enemies, attacking swarms of weaker enemies all at once, and changing the flow of battle. enemies all at once, and changing the flow of battle. Intelligence is most important for you, and Constitution should Intelligence is most important for you, and Constitution should be your second highest score. Wisdom is useful for dabbling in be your second highest score. Wisdom is useful for dabbling in leadership powers and your Incarnum Flow class feature, and leadership powers and your Incarnum Flow class feature, and Strength could be somewhat useful.
Strength could be somewhat useful. Suggested Feat:
Suggested Feat: Ritual Caster (Human feat: HumanRitual Caster (Human feat: Human Perseverance, Azurin feat: ?)
Perseverance, Azurin feat: ?) Suggested Skills:
Suggested Skills:Arcana, History, Perception, ReligionArcana, History, Perception, Religion Suggested At-Will Powers:
Suggested At-Will Powers: Soul forceSoul force,, soulspark soulspark Suggested Soulmelds:
Suggested Soulmelds:??
Implements
Implements
Incarnates make use of magic jewels to help channel and direct Incarnates make use of magic jewels to help channel and direct their incarnum powers. An incarnate wielding a magic jewel their incarnum powers. An incarnate wielding a magic jewel can add its enhancement bonus to the attack rolls and the can add its enhancement bonus to the attack rolls and the damage rolls of incarnate powers, as well as incarnate paragon damage rolls of incarnate powers, as well as incarnate paragon path powers, that have the implement keyword. Without a path powers, that have the implement keyword. Without a jewel, an incarnate can still use these powers, but he or she jewel, an incarnate can still use these powers, but he or she
doesn’t gain the bonus provided by the magic implement. doesn’t gain the bonus provided by the magic implement.
Incarnate Class Features
Incarnate Class Features
You have the following class
You have the following class features.features.
Meldshaping
Meldshaping
At first level, in place of your level 1 encounter attack power, At first level, in place of your level 1 encounter attack power, you learn how to shape two combat soulmelds. You may have you learn how to shape two combat soulmelds. You may have only one combat soulmeld shaped at a time. After an extended only one combat soulmeld shaped at a time. After an extended rest, you may reshape your soulmeld(s).
rest, you may reshape your soulmeld(s).
Whenever you would learn a new incarnate encounter Whenever you would learn a new incarnate encounter attack power, you instead learn how to shape two additional attack power, you instead learn how to shape two additional combat soulmelds, and gain the ability to shape one additional combat soulmelds, and gain the ability to shape one additional combat soulmeld. Whenever you would replace an incarnate combat soulmeld. Whenever you would replace an incarnate encounter attack power, you gain no new combat soulmelds, encounter attack power, you gain no new combat soulmelds, but may replace one known soulmeld without using your but may replace one known soulmeld without using your retraining for that level.
retraining for that level.
Whenever you would lean a utility power, you instead Whenever you would lean a utility power, you instead learn how to shape two utility soulmelds of that level. When learn how to shape two utility soulmelds of that level. When you shape your soulmelds after an extended rest, you may you shape your soulmelds after an extended rest, you may shape one utility soulmeld you know for each utility power shape one utility soulmeld you know for each utility power you would normally be allowed (one of each level you can you would normally be allowed (one of each level you can shape). You may shape a lower level utility soulmeld in place shape). You may shape a lower level utility soulmeld in place of a higher level one if you so desire, but you may not shape of a higher level one if you so desire, but you may not shape the same soulmeld twice.
the same soulmeld twice.
If you replace an incarnate encounter attack power or If you replace an incarnate encounter attack power or utility power with that of another class, you forget how to utility power with that of another class, you forget how to shape two soulmelds (combat or utility respectively) and learn shape two soulmelds (combat or utility respectively) and learn the other power in its place. If you replace another class’s the other power in its place. If you replace another class’s encounter attack power or utility power with an incarnate encounter attack power or utility power with an incarnate power, you learn how to shape one soulmeld (combat or utility power, you learn how to shape one soulmeld (combat or utility respectively), and may shape it each day. See also Essentia respectively), and may shape it each day. See also Essentia (below) for more on replacing incarnate encounter powers. (below) for more on replacing incarnate encounter powers.
Level Level Combat Combat Soulmelds Soulmelds Known Known Combat Combat Soulmelds Soulmelds Shaped Shaped Utility Utility Soulmelds Soulmelds Known Known Utility Utility Soulmelds Soulmelds Shaped Shaped 1 1 2 2 1 1 – – –– 2 2 2 2 1 1 2 2 11 3 3 4 4 2 2 2 2 11 6 6 4 4 2 2 4 4 22 7 7 6 6 3 3 4 4 22 10 10 6 6 3 3 6 6 33 13 13 6 6 3 3 6 6 33 16 16 6 6 3 3 8 8 44 17 17 6 6 3 3 8 8 44 22 22 6 6 3 3 10 10 55 23 23 6 6 3 3 10 10 55 27 27 6 6 3 3 10 10 55
Essentia
Essentia
Starting at third level, you have the ability to invest essentia Starting at third level, you have the ability to invest essentia into your combat soulmelds in order to make them more into your combat soulmelds in order to make them more powerful.
powerful.
After first level, each time you would learn or replace an After first level, each time you would learn or replace an encounter attack power, you also learn the essentia investment encounter attack power, you also learn the essentia investment of that level, as shown below.
of that level, as shown below.
See individual soulmelds’ descriptions for the effect of See individual soulmelds’ descriptions for the effect of each investment. You may invest only one level of essentia each investment. You may invest only one level of essentia into each combat soulmeld you have shaped. Each time you into each combat soulmeld you have shaped. Each time you take a short rest, you can reinvest essentia into any combat take a short rest, you can reinvest essentia into any combat soulmelds you have shaped.
If you replace another class’s encounter attack power If you replace another class’s encounter attack power with incarnate combat soulmelds, you also gain the essentia with incarnate combat soulmelds, you also gain the essentia investment of that power’s level, which is always invested into investment of that power’s level, which is always invested into that soulmeld. If you replace combat soulmelds with another that soulmeld. If you replace combat soulmelds with another class’s power, you also lose the use of the essentia investment class’s power, you also lose the use of the essentia investment of the level of the power gained.
of the level of the power gained. Level
Level Essentia Essentia Investment Investment LearnedLearned
3
3 Minor Minor InvestmentInvestment 7
7 Lesser Lesser InvestmentInvestment 13
13 Greater Greater InvestmentInvestment 17
17 Wellspring Wellspring InvestmentInvestment 23
23 Cascading Cascading InvestmentInvestment 27
27 True True Incarnum Incarnum InvestmentInvestment
Chakra Binds
Chakra Binds
At first level, in place of your level 1 daily attack power, you At first level, in place of your level 1 daily attack power, you learn to bind soulmelds to your Root chakra. You may bind learn to bind soulmelds to your Root chakra. You may bind one soulmeld to a chakra at one time. After an extended rest, one soulmeld to a chakra at one time. After an extended rest, you may rebind your soulmelds to
you may rebind your soulmelds to different chakras.different chakras.
At each level where you would learn a new daily attack At each level where you would learn a new daily attack power, you instead learn a new chakra bind, as listed below, power, you instead learn a new chakra bind, as listed below, and may bind an additional soulmeld to a chakra. Each chakra and may bind an additional soulmeld to a chakra. Each chakra may still have only one soulmeld bound to it at any time. may still have only one soulmeld bound to it at any time. Whenever you would replace a daily attack power, you learn Whenever you would replace a daily attack power, you learn the chakra bind of that level, but do not gain the ability to bind the chakra bind of that level, but do not gain the ability to bind an additional soulmeld.
an additional soulmeld.
Whenever you would replace an incarnate daily attack Whenever you would replace an incarnate daily attack power with another class’s power, you instead lose the use of power with another class’s power, you instead lose the use of the chakra of that level and may bind one less soulmeld to a the chakra of that level and may bind one less soulmeld to a chakra at one time. Whenever you replace
chakra at one time. Whenever you replace another class’s dailyanother class’s daily attack power with that of an incarnate, you instead learn the attack power with that of an incarnate, you instead learn the chakra bind of that power’s level, and select an incarnate chakra bind of that power’s level, and select an incarnate soulmeld you can shape. That soulmeld must be bound to the soulmeld you can shape. That soulmeld must be bound to the chakra you have just learned. You must be able to shape at chakra you have just learned. You must be able to shape at least one combat soulmeld
least one combat soulmeld before you can learn chakras.before you can learn chakras. Level
Level Chakra Chakra Bind Bind Learned Learned Max Max BindsBinds
1
1 Root Root 11
5
5 Sacral Sacral 22
9
9 Solar Solar Plexus Plexus 33 15
15 Heart Heart 33
19
19 Throat Throat 33
25
25 Third Eye Third Eye 33
29
29 Crown Crown 33
Incarnum Radiance
Incarnum Radiance
Incarnates have the ability to radiate incarnum from their Incarnates have the ability to radiate incarnum from their bodies, gaining one of a few different effects. Choose one of bodies, gaining one of a few different effects. Choose one of the following options:
the following options: Ashen:
Ashen: You can useYou can use radiance: ashenradiance: ashen as an encounteras an encounter power.
power.
Blood-Red:
Blood-Red: You can useYou can use radiance: blood-red radiance: blood-red as anas an encounter power.
encounter power. Green Nimbus:
Green Nimbus: You can useYou can use radiance: green nimbusradiance: green nimbusasas an encounter power.
an encounter power. Silver:
Silver: You can useYou can use radiance: silver radiance: silver as an encounteras an encounter power.
power.
Incarnum Flow
Incarnum Flow
You can use
You can use incarnum flowincarnum flow as an encounter power to heal anas an encounter power to heal an allies and grant them a saving throw against an effect.
allies and grant them a saving throw against an effect.
Class Feature Powers
Class Feature Powers
The incarnate’s incarnum radiance class feature grants you one The incarnate’s incarnum radiance class feature grants you one of the following radiance powers:
of the following radiance powers:
Radiance: Ashen
Radiance: Ashen
Incarnate FeatureIncarnate FeatureAn ash-gray aura surrounds you, which grants you the might An ash-gray aura surrounds you, which grants you the might
to destroy your foes. to destroy your foes. Encounter
Encounter IncarnumIncarnum Free Action
Free Action PersonalPersonal Effect:
Effect: You gain a +1 power bonus to your next damage rollYou gain a +1 power bonus to your next damage roll before the end of your next turn. This bonus increases to before the end of your next turn. This bonus increases to +2 at 6
+2 at 6thth level, +3 at 11level, +3 at 11thth level, +4 at 16level, +4 at 16thth level, +5 at 21level, +5 at 21stst level, and +6 at 26
level, and +6 at 26ththlevel.level.
Radiance: Blood-Red
Radiance: Blood-Red
Incarnate FeatureIncarnate FeatureYou glow with a blood-red corona, which grants you focus in You glow with a blood-red corona, which grants you focus in striking your foes.
striking your foes. Encounter
Encounter IncarnumIncarnum Free Action
Free Action PersonalPersonal Effect:
Effect: You gain a +1 power bonus to any one attack rollYou gain a +1 power bonus to any one attack roll before the end of your next turn.
before the end of your next turn.
Radiance: Green Nimbus
Radiance: Green Nimbus
Incarnate FeatureIncarnate FeatureA faint green nimbus surrounds your body, granting you A faint green nimbus surrounds your body, granting you
swiftness. swiftness. Encounter
Encounter IncarnumIncarnum Free Action
Free Action PersonalPersonal Effect:
Effect: You gain a +2 square power bonus to all forms of You gain a +2 square power bonus to all forms of movement until the end of your next turn.
movement until the end of your next turn.
Radiance: Silver
Radiance: Silver
Incarnate FeatureIncarnate FeatureYour body shines with
Your body shines with silvery light, improving your defenses.silvery light, improving your defenses. Encounter
Encounter IncarnumIncarnum Free Action
Free Action PersonalPersonal Effect:
Effect: You gain a +1 power bonus to all defenses until theYou gain a +1 power bonus to all defenses until the end of your next turn.
end of your next turn.
Incarnum Flow
Incarnum Flow
Incarnate FeatureIncarnate FeatureYou focus the essentia of your target. The flow of energy You focus the essentia of your target. The flow of energy allows it to heal itself and shake off a negative effect.
allows it to heal itself and shake off a negative effect. Encounter
Encounter Healing, IncarnumHealing, Incarnum Special:
Special:Starting at 16Starting at 16ththlevel, you can affect two targets withlevel, you can affect two targets with this power.
this power. Minor Action
Minor Action CloseCloseburst 5burst 5 (10 at 11
(10 at 11ththlevel, 15 at 21level, 15 at 21ststlevel)level) Target:
Target: You or one ally in burstYou or one ally in burst Effect:
Effect: The target can spend a healing surge, and can make aThe target can spend a healing surge, and can make a saving throw against one effect that a save can end with a saving throw against one effect that a save can end with a bonus equal to your Wisdom modifier.
bonus equal to your Wisdom modifier.
✦ ✦
✦ ✦
✦ ✦
✦ ✦
Level 1 At-Will Channels
Level 1 At-Will Channels
Essential Strike
Essential Strike
Incarnate Attack 1Incarnate Attack 1You channel incarnum power through your weapon, smashing You channel incarnum power through your weapon, smashing your enemy and
your enemy and bolstering your resolve.bolstering your resolve. At-Will
At-Will Incarnum, WeaponIncarnum, Weapon Standard Action
Standard Action MeleeMeleeweaponweapon Target:
Target:One creatureOne creature Attack:
Attack:Strength vs. ACStrength vs. AC Hit:
Hit:1[W] + Strength modifier damage and you or one adjacent1[W] + Strength modifier damage and you or one adjacent ally gains a temporary hit points equal to your Wisdom ally gains a temporary hit points equal to your Wisdom modifier.
modifier.
Increase damage to 2[W] + Intelligence modifier at
Increase damage to 2[W] + Intelligence modifier at 2121ststlevel.level.
Lucky Dice
Lucky Dice
Incarnate Attack 1Incarnate Attack 1You throw luck to the wind, and one of your allies reaps the You throw luck to the wind, and one of your allies reaps the benefits.
benefits. At-Will
At-Will Incarnum, WeaponIncarnum, Weapon Standard Action
Standard Action MeleeMeleeoror RangedRangedweaponweapon Target:
Target:One creatureOne creature Attack:
Attack:Wisdom vs. ACWisdom vs. AC Hit:
Hit: 1[W] + Wisdom modifier damage, and roll 2d6. If the1[W] + Wisdom modifier damage, and roll 2d6. If the result is 7, one ally gains a power bonus equal to your result is 7, one ally gains a power bonus equal to your Wisdom modifier to all attack and damage rolls, and to all Wisdom modifier to all attack and damage rolls, and to all defenses, until the end of your next turn. Otherwise, the ally defenses, until the end of your next turn. Otherwise, the ally only gains this bonus to one attack roll before the end of your only gains this bonus to one attack roll before the end of your next turn.
next turn.
Increase damage to 2[W] + Wisdom modifier at
Increase damage to 2[W] + Wisdom modifier at 2121ststlevel.level.
Soul Force
Soul Force
Incarnate Attack 1Incarnate Attack 1You bombard your enemies with incarnum energy. You bombard your enemies with incarnum energy. At-Will
At-Will Implement, IncarnumImplement, Incarnum Standard Action
Standard Action AreaAreaburst 1 within 5 squaresburst 1 within 5 squares Target:
Target: Each creature in burstEach creature in burst Attack:
Attack: Intelligence vs. ReflexIntelligence vs. Reflex Hit:
Hit:1d6 + Intelligence modifier force damage.1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier
Increase damage to 2d6 + Intelligence modifier at 21at 21ststlevel.level.
Soulspark
Soulspark
Incarnate Attack 1Incarnate Attack 1A shock of incarnum energy shakes the soul of the target. A shock of incarnum energy shakes the soul of the target.
At-Will
At-Will Implement, Incarnum, PsychicImplement, Incarnum, Psychic Standard Action
Standard Action RangedRanged55 Target:
Target:One creatureOne creature Attack:
Attack:Intelligence vs. WillIntelligence vs. Will Hit:
Hit: 1d8 + Intelligence modifier psychic damage, and the target1d8 + Intelligence modifier psychic damage, and the target takes a penalty equal to your Constitution modifier to its next takes a penalty equal to your Constitution modifier to its next attack roll before the end of
attack roll before the end of your next turn.your next turn. Increase damage to 2d8 + Intelligence modifier
Increase damage to 2d8 + Intelligence modifier at 21at 21ststlevel.level.
Incarnate Overview
Incarnate Overview
Characteristics:Characteristics: Your powers share many qualities with thoseYour powers share many qualities with those of the warlord and wizard. You can affect multiple enemies of the warlord and wizard. You can affect multiple enemies with many powers, and reduce their capabilities, or you can with many powers, and reduce their capabilities, or you can grant your allies bonuses. However, your strength lies in your grant your allies bonuses. However, your strength lies in your versatility. You have access to soulmelds that let you use versatility. You have access to soulmelds that let you use many kinds of powers, and you can adapt to changing many kinds of powers, and you can adapt to changing circumstances by reinvesting essentia, reshaping soulmelds, circumstances by reinvesting essentia, reshaping soulmelds, and rebinding them to chakras.
and rebinding them to chakras. Religion:
Religion: Incarnates can follow any deity. They are diverseIncarnates can follow any deity. They are diverse and each has his or her o
and each has his or her o wn beliefs.wn beliefs. Races:
Races: Any race can be an incarnate, but dusklings, dwarves,Any race can be an incarnate, but dusklings, dwarves, and skarn make particularly good incarnates.
and skarn make particularly good incarnates.
✦ ✦
✦ ✦
✦ ✦
Combat Soulmelds
Combat Soulmelds
Bloodwar Gauntlets
Bloodwar Gauntlets
You can use the
You can use thebloodwar strikebloodwar strikepower.power.
Minor Investment:
Minor Investment: The penalty to saving throws fromThe penalty to saving throws from bloodwar strike
bloodwar strike increases to -4.increases to -4. Lesser Investment:
Lesser Investment:On a hit, the target of On a hit, the target of bloodwar strikebloodwar strikeandand each adjacent enemy suffer 5 o
each adjacent enemy suffer 5 o ngoing fire damage (save ends).ngoing fire damage (save ends). The power gains the fire keyword.
The power gains the fire keyword. Greater Investment:
Greater Investment: As As minor minor investment investment and and lesserlesser investment.
investment.
Wellspring Investment:
Wellspring Investment: The damage of The damage of bloodwar strikebloodwar strike becomes 3[W] + Strength modifier, and on a hit, the target becomes 3[W] + Strength modifier, and on a hit, the target takes a -2 penalty to all defenses until the end of your next takes a -2 penalty to all defenses until the end of your next turn.
turn.
Cascading Investment:
Cascading Investment: The damage of The damage of bloodwar strikebloodwar strike becomes 4[W] + Strength modifier. In addition, if you hit, you becomes 4[W] + Strength modifier. In addition, if you hit, you and your allies gain a +1
and your allies gain a +1 power bonus to all melee attack rollspower bonus to all melee attack rolls against the target for the re
against the target for the re mainder of the encounter.mainder of the encounter. True Incarnum Investment:
True Incarnum Investment: As cascading investment, butAs cascading investment, but also on a hit, the target and each adjacent enemy suffer 10 also on a hit, the target and each adjacent enemy suffer 10 ongoing fire damage (save ends). The power gains the fire ongoing fire damage (save ends). The power gains the fire keyword.
keyword. Root Chakra:
Root Chakra:You can use theYou can use thetumultuous explosiontumultuous explosionpower.power.
Heart Chakra:
Heart Chakra:You can use theYou can use the fires of war fires of war power.power.
Crown Chakra:
Crown Chakra:You can use theYou can use thebloodwar chaosbloodwar chaospower.power.
Bloodwar Strike
Bloodwar Strike
Combat SoulmeldCombat SoulmeldYour gauntlets embody the wrath of wars long past. Your gauntlets embody the wrath of wars long past. Encounter
Encounter Incarnum, WeaponIncarnum, Weapon Standard Action
Standard Action MeleeMeleeweaponweapon Target:
Target: One creatureOne creature Attack:
Attack: Strength vs. ACStrength vs. AC Hit:
Hit: 2[W] + Strength modifier damage, and the target takes a2[W] + Strength modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn. -2 penalty to all saving throws until the end of your next turn.
Tumultuous Explosion
Tumultuous Explosion
Root Chakra BindRoot Chakra BindThe chaotic energy in your bloodwar gauntlets explodes in a The chaotic energy in your bloodwar gauntlets explodes in a blast of red magma.
blast of red magma. Daily
Daily Fire, Incarnum, ImplementFire, Incarnum, Implement Standard Action
Standard Action CloseCloseburst 4burst 4 Target:
Target:Each creature in burstEach creature in burst Attack:
Attack:Intelligence vs. FortitudeIntelligence vs. Fortitude Hit:
Hit: 2d6 + Constitution modifier damage.2d6 + Constitution modifier damage. Miss:
Miss:Half damage.Half damage.
Fires of War
Fires of War
Heart Chakra BindHeart Chakra BindA wall of hellfire erupts from the earth. The sounds of a raging A wall of hellfire erupts from the earth. The sounds of a raging
battle emerge from the wall. battle emerge from the wall. Daily
Daily Conjuration, Fire, Incarnum, ImplementConjuration, Fire, Incarnum, Implement Standard Action
Standard Action AreaArea wall 10 within 10 squareswall 10 within 10 squares Effect:
Effect: You conjure a wall that consists of contiguous squaresYou conjure a wall that consists of contiguous squares filled with raging hellfire. It can be up to 10 squares long and filled with raging hellfire. It can be up to 10 squares long and up to your Constitution modifier squares high. The wall lasts up to your Constitution modifier squares high. The wall lasts until the end of your next turn. You and any ally adjacent to until the end of your next turn. You and any ally adjacent to the wall gain a +1 power bonus to attack rolls. Any enemy the wall gain a +1 power bonus to attack rolls. Any enemy that starts its turn adjacent to the wall takes 1d6 + that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If any creature moves into Intelligence modifier fire damage. If any creature moves into the wall’s space or starts its turn there, the creature takes 3d6 the wall’s space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight.
wall blocks line of sight. Sustain Minor:
Sustain Minor:The fire persists.The fire persists.
Bloodwar Chaos
Bloodwar Chaos
Crown Chakra BindCrown Chakra BindYou call forth the weapons of Hell to fight your enemies for You call forth the weapons of Hell to fight your enemies for you.
you. Daily
Daily Conjuration, Fire, Incarnum, ImplementConjuration, Fire, Incarnum, Implement Standard Action
Standard Action AreaAreaburst 2 within 20 squaresburst 2 within 20 squares Special:
Special: The power affects three different areas (each asThe power affects three different areas (each as listed). A creature caught in more than one area is affected only listed). A creature caught in more than one area is affected only once.
once. Target:
Target: Each creature in burstsEach creature in bursts Attack:
Attack: Intelligence vs. ReflexIntelligence vs. Reflex Hit:
Hit:2d6 + Constitution modifier 2d6 + Constitution modifier damage and 1d6 fire damage.damage and 1d6 fire damage. Effect:
Effect: You conjure three clouds of flaming weapons. EachYou conjure three clouds of flaming weapons. Each cloud is 2x2 squares and does not block movement or line of cloud is 2x2 squares and does not block movement or line of sight. Any creature that begins its turn in the area of one of sight. Any creature that begins its turn in the area of one of these clouds, or any enemy adjacent to a cloud, takes 1d6 + these clouds, or any enemy adjacent to a cloud, takes 1d6 + Constitution modifier damage and 1d6 fire damage. As a Constitution modifier damage and 1d6 fire damage. As a move action, you can
move action, you can move each of these clouds 2 squares.move each of these clouds 2 squares. Sustain Minor:
Sustain Minor:The weapons persist. As a standard action, youThe weapons persist. As a standard action, you can make the weapons attack any creatures in the areas can make the weapons attack any creatures in the areas again. again. ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Level 2
Level 2
Utility Soulmelds
Utility Soulmelds
Cerulean Sandals
Cerulean Sandals
You can use the
You can use thecerulean stepcerulean stepandandastral stepastral steppowers.powers.
Root Chakra:
Root Chakra:You can use theYou can use theGrip of EarthGrip of Earthpower.power.
Cerulean Step
Cerulean Step
Utility SoulmeldUtility SoulmeldYour cerulean sandals allow you
Your cerulean sandals allow you to effortlessly walk on water.to effortlessly walk on water. At-Will
At-Will IncarnumIncarnum No Action
No Action PersonalPersonal Effect:
Effect: You may choose to walk on water as if it was solidYou may choose to walk on water as if it was solid ground. Rapids or choppy seas are considered difficult ground. Rapids or choppy seas are considered difficult terrain.
terrain.
Astral Step
Astral Step
Utility SoulmeldUtility SoulmeldYou step through dimensional barriers to
You step through dimensional barriers to your destination.your destination. Daily
Daily IncarnumIncarnum Move Action
Move Action PersonalPersonal Effect:
Effect:You teleport up to 4 squares.You teleport up to 4 squares.
Grip of Earth
Grip of Earth
Root Chakra BindRoot Chakra BindThe earth slows your enemies and move your allies to more The earth slows your enemies and move your allies to more favorable positions.
favorable positions. Recharge
Recharge Incarnum, ImplementIncarnum, Implement Standard Action
Standard Action CloseClose burst 3burst 3 Target:
Target: Each enemy in burstEach enemy in burst Attack:
Attack: Intelligence vs. ReflexIntelligence vs. Reflex Hit:
Hit:The target becomes slowed (save ends).The target becomes slowed (save ends). Effect:
Effect: You and each ally in the burst can shift a number of You and each ally in the burst can shift a number of squares equal to your Wisdom modifier.
squares equal to your Wisdom modifier.
✦ ✦
✦ ✦
Soulborn
Soulborn
“I am strong. Incarnum makes me stronger.” “I am strong. Incarnum makes me stronger.”
Class Traits
Class Traits
Role:Role:Defender. You have the ability to keep many enemiesDefender. You have the ability to keep many enemies occupied at once, and your control of the battlefield occupied at once, and your control of the battlefield allows you to keep your allies well defended.
allows you to keep your allies well defended. Power Source:
Power Source: Incarnum. The power of incarnum flowsIncarnum. The power of incarnum flows through you. You channel this energy and shape it into through you. You channel this energy and shape it into soulmelds.
soulmelds. Key Abilities:
Key Abilities:Strength, Charisma, Constitution, WisdomStrength, Charisma, Constitution, Wisdom Armor Proficiencies:
Armor Proficiencies: Cloth, leather, hide, chainmail, scale;Cloth, leather, hide, chainmail, scale; light shield, heavy shield
light shield, heavy shield Weapon Proficiencies:
Weapon Proficiencies: Simple melee, military melee,Simple melee, military melee, simple ranged
simple ranged Implements:
Implements: JewelsJewels Bonus to Defenses:
Bonus to Defenses: +1 Fortitude, +1 Will+1 Fortitude, +1 Will Hit Points at 1
Hit Points at 1ststLevel:Level:15 + Constitution score15 + Constitution score Hit Points per Level Gained:
Hit Points per Level Gained: 66 Healing Surges per Day:
Healing Surges per Day: 8 + Constitution modifier8 + Constitution modifier Trained Skills:
Trained Skills: Insight. From the class skill list below,Insight. From the class skill list below, choose three more trained skills at 1
choose three more trained skills at 1ststlevel.level. Class skills:Class skills: Arcana (Int), Athletics (Str), Endurance (Con), Heal Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int).
(Wis), Religion (Int). Build Options:
Build Options:Guardian Soulborn, Channeller SoulbornGuardian Soulborn, Channeller Soulborn Class Features:
Class Features: Meldshaping, Essentia, incarnum Defense,Meldshaping, Essentia, incarnum Defense, Soul Resonance
Soul Resonance
Soulborn are warriors of their ideals. They seek to perfect Soulborn are warriors of their ideals. They seek to perfect themselves, physically, mentally, and morally in concordance themselves, physically, mentally, and morally in concordance with these ideals. They are the front line in the battle against with these ideals. They are the front line in the battle against whatever opposes their beliefs, be they religious or simply whatever opposes their beliefs, be they religious or simply philosophical in nature.
philosophical in nature.
As a soulborn, you are similar to a paladin in many ways, As a soulborn, you are similar to a paladin in many ways, but while your ideals give you purpose, you do not follow the but while your ideals give you purpose, you do not follow the dictates of any higher authority. Even if you follow a deity, dictates of any higher authority. Even if you follow a deity, ultimately you follow the core of what that deity represents, ultimately you follow the core of what that deity represents, rather than the being itself. Incarnum, the essence of all rather than the being itself. Incarnum, the essence of all beings, helps you seek the perfection
beings, helps you seek the perfection you desire.you desire.
Whatever the cause you have chosen to uphold, you fight Whatever the cause you have chosen to uphold, you fight to protect it, and those that share your passion, at all costs. to protect it, and those that share your passion, at all costs. Your enemies seek to bring your principles to ruin. It is yours Your enemies seek to bring your principles to ruin. It is yours to defend your ideals and find
to defend your ideals and find perfection.perfection.
Creating a Soulborn
Creating a Soulborn
Soulborn rely on Strength and Charisma for most of their key Soulborn rely on Strength and Charisma for most of their key abilities and powers. Wisdom and Constitution are also useful abilities and powers. Wisdom and Constitution are also useful for many powers, and a high Constitution score provides extra for many powers, and a high Constitution score provides extra hit points and healing surges. Intelligence is used rarely for hit points and healing surges. Intelligence is used rarely for some soulmelds. Like an incarnate, you will most likely want some soulmelds. Like an incarnate, you will most likely want to spread you ability scores out to better adapt to changing to spread you ability scores out to better adapt to changing situation. Soulborn start with two common builds: the situation. Soulborn start with two common builds: the guardian soulborn and the channeller soulborn.
guardian soulborn and the channeller soulborn.
Guardian Soulborn
Guardian Soulborn
You are true to your defender role, focusing on protecting your You are true to your defender role, focusing on protecting your allies. Strength should be your highest ability score, and a high allies. Strength should be your highest ability score, and a high Charisma should be your second choice. Constitution should Charisma should be your second choice. Constitution should come third, and Wisdom is useful.
come third, and Wisdom is useful. Suggested Feat:
Suggested Feat: Powerful Resonance (Human feat:Powerful Resonance (Human feat: Human Perseverance, Azurin feat: )
Human Perseverance, Azurin feat: ) Suggested Skills:
Suggested Skills: Athletics, Endurance, Heal, PerceptionAthletics, Endurance, Heal, Perception Suggested At-Will Powers:
Suggested At-Will Powers: Resonating strike Resonating strike,, severingsevering strike strike Suggested Soulmelds: Suggested Soulmelds:
Channeller Soulborn
Channeller Soulborn
You focus on your versatile nature, gaining a variety of You focus on your versatile nature, gaining a variety of abilities to compliment your defender role. Strength and abilities to compliment your defender role. Strength and Charisma should be your highest ability scores, with Wisdom Charisma should be your highest ability scores, with Wisdom as a third choice. Constitution is also useful, and you may as a third choice. Constitution is also useful, and you may want a positive ability modifier for Intelligence if you have a want a positive ability modifier for Intelligence if you have a spare. Spread your scores out enough that you can reshape and spare. Spread your scores out enough that you can reshape and reinvest often.
reinvest often.
Suggested Feat:
Suggested Feat: Expert Meldshaper (Human feat: ,Expert Meldshaper (Human feat: , Azurin feat: )
Azurin feat: )
Suggested Skills:
Suggested Skills:Arcana, Heal, Perception, ReligionArcana, Heal, Perception, Religion Suggested At-Will Powers:
Suggested At-Will Powers: Shell-breaker Shell-breaker ,, soul flaresoul flare Suggested Soulmelds:
Implements
Implements
Like incarnates, soulborn use of magic jewels to help channel Like incarnates, soulborn use of magic jewels to help channel and direct their incarnum powers. A soulborn wielding a and direct their incarnum powers. A soulborn wielding a magic jewel can add its enhancement bonus to the attack rolls magic jewel can add its enhancement bonus to the attack rolls and the damage rolls of soulborn powers, as well as soulborn and the damage rolls of soulborn powers, as well as soulborn paragon path powers, that have the implement keyword. paragon path powers, that have the implement keyword. Without a jewel, a soulborn can still use these powers, but he Without a jewel, a soulborn can still use these powers, but he or she doesn’t gain the bonus provided by the magic or she doesn’t gain the bonus provided by the magic implement.
implement.
Soulborn Class
Soulborn Class
Features
Features
You have the following cla
You have the following cla ss features.ss features.
Meldshaping
Meldshaping
At first level, in place of your level 1 encounter attack power, At first level, in place of your level 1 encounter attack power, you learn how to shape two combat soulmelds. You may have you learn how to shape two combat soulmelds. You may have only one combat soulmeld shaped at a time. After an extended only one combat soulmeld shaped at a time. After an extended rest, you may reshape your soulmeld(s).
rest, you may reshape your soulmeld(s).
Whenever you would learn a new soulborn encounter Whenever you would learn a new soulborn encounter attack power, you instead learn how to shape two additional attack power, you instead learn how to shape two additional combat soulmelds, and gain the ability to shape one additional combat soulmelds, and gain the ability to shape one additional combat soulmeld. Whenever you would replace a soulborn combat soulmeld. Whenever you would replace a soulborn encounter attack power, you gain no new combat soulmelds, encounter attack power, you gain no new combat soulmelds, but may replace one known soulmeld without using your but may replace one known soulmeld without using your retraining for that level.
retraining for that level.
Whenever you would lean a soulborn utility power, you Whenever you would lean a soulborn utility power, you instead learn how to shape two utility soulmelds of that level. instead learn how to shape two utility soulmelds of that level. When you shape your soulmelds after an extended rest, you When you shape your soulmelds after an extended rest, you may shape one utility soulmeld you know for each utility may shape one utility soulmeld you know for each utility power you would normally be allowed (one of each level you power you would normally be allowed (one of each level you can shape). You may shape a lower level utility soulmeld in can shape). You may shape a lower level utility soulmeld in place of a higher level one if you so desire, but you may not place of a higher level one if you so desire, but you may not shape the same soulmeld twice.
shape the same soulmeld twice.
If you replace a soulborn encounter attack power or If you replace a soulborn encounter attack power or utility power with that of another class, you forget how to utility power with that of another class, you forget how to shape two soulmelds (combat or utility respectively) and learn shape two soulmelds (combat or utility respectively) and learn the other power in its place. If you replace another class’s the other power in its place. If you replace another class’s encounter attack power or utility power with a soulborn encounter attack power or utility power with a soulborn power, you learn how to shape one soulmeld (combat or utility power, you learn how to shape one soulmeld (combat or utility respectively) and may shape it each day. See also Essentia respectively) and may shape it each day. See also Essentia (below) for more on replacing soulborn encounter powers. (below) for more on replacing soulborn encounter powers.
Level Level Combat Combat Soulmelds Soulmelds Known Known Combat Combat Soulmelds Soulmelds Shaped Shaped Utility Utility Soulmelds Soulmelds Known Known Utility Utility Soulmelds Soulmelds Shaped Shaped 1 1 2 2 1 1 – – –– 2 2 2 2 1 1 2 2 11 3 3 4 4 2 2 2 2 11 6 6 4 4 2 2 4 4 22 7 7 6 6 3 3 4 4 22 10 10 6 6 3 3 6 6 33 13 13 6 6 3 3 6 6 33 16 16 6 6 3 3 8 8 44 17 17 6 6 3 3 8 8 44 22 22 6 6 3 3 10 10 55 23 23 6 6 3 3 10 10 55 27 27 6 6 3 3 10 10 55
Soulborn Overview
Soulborn Overview
Characteristics:Characteristics: You are tough and durable, and wear heavyYou are tough and durable, and wear heavy armor. You have unmatched marking ability, allowing you to armor. You have unmatched marking ability, allowing you to keep many enemies occupied at once, but you are not as keep many enemies occupied at once, but you are not as effective as other defenders against single enemies. You also effective as other defenders against single enemies. You also have great versatility, allowing you to use abilities that would have great versatility, allowing you to use abilities that would normally be left to ot
normally be left to ot her classes on some occasions.her classes on some occasions. Religion:
Religion: Soulborn have many philosophies. Some pledgeSoulborn have many philosophies. Some pledge themselves to a specific god or goddess, others pay homage to themselves to a specific god or goddess, others pay homage to those that coincide with their beliefs, and still others defy the those that coincide with their beliefs, and still others defy the gods, calling them false idols.
gods, calling them false idols. Races:
Races: Dwarves and skarn make excellent soulborn, and theDwarves and skarn make excellent soulborn, and the versatility of humans and azurin compliments that of the class. versatility of humans and azurin compliments that of the class. Dragonborn and half-elves also make good soulborn.
Dragonborn and half-elves also make good soulborn.
Essentia
Essentia
Starting at third level, you have the ability to invest essentia Starting at third level, you have the ability to invest essentia into your combat soulmelds in order to make them more into your combat soulmelds in order to make them more powerful.
powerful.
After first level, each time you would learn or replace an After first level, each time you would learn or replace an encounter attack power, you also learn the essentia investment encounter attack power, you also learn the essentia investment of that level, as shown below.
of that level, as shown below. Level
Level Essentia Essentia Investment Investment LearnedLearned
3
3 Minor Minor InvestmentInvestment 7
7 Lesser Lesser InvestmentInvestment 13
13 Greater InvestmentGreater Investment 17
17 Wellspring Wellspring InvestmentInvestment 23
23 Cascading InvestmentCascading Investment 27
27 True True Incarnum Incarnum InvestmentInvestment See individual soulmelds’ descriptions for the effect of See individual soulmelds’ descriptions for the effect of each investment. You may invest only one level of essentia each investment. You may invest only one level of essentia into each combat soulmeld you have shaped. Each time you into each combat soulmeld you have shaped. Each time you take a short rest, you can reinvest essentia into any combat take a short rest, you can reinvest essentia into any combat soulmelds you have shaped.
soulmelds you have shaped.
If you replace another class’s encounter attack power If you replace another class’s encounter attack power with soulborn combat soulmelds, you also gain the essentia with soulborn combat soulmelds, you also gain the essentia investment of that power’s level, which is always invested into investment of that power’s level, which is always invested into that soulmeld. If you replace combat soulmelds with another that soulmeld. If you replace combat soulmelds with another class’s power, you also lose the use of the essentia investment class’s power, you also lose the use of the essentia investment of the level of the power gained.
of the level of the power gained.
Incarnum Defense
Incarnum Defense
Your incarnum-fused soul dramatically affects your body and Your incarnum-fused soul dramatically affects your body and mind. Select one of the following and gain the listed change in mind. Select one of the following and gain the listed change in appearance and bonus to saving throws:
appearance and bonus to saving throws: Fearless:
Fearless: Your eyes become orbs of solid gold in color,Your eyes become orbs of solid gold in color, with no visible iris or pupil. You gain a +5 bonus to all saving with no visible iris or pupil. You gain a +5 bonus to all saving throws against fear effects.
throws against fear effects. Mobile:
Mobile: Your irises turn emerald green. You gain a +2Your irises turn emerald green. You gain a +2 bonus to all saving throws against slowing or immobilizing bonus to all saving throws against slowing or immobilizing effects.
effects.
Persevering:
Persevering: Your pupils glow red. You gains a +2Your pupils glow red. You gains a +2 bonus to all saving t
bonus to all saving t hrows against ongoing damage effects.hrows against ongoing damage effects. Powerful:
Powerful: Your eyes become orbs of shadowyYour eyes become orbs of shadowy blackness, with no visible pupil or iris. You gains a +5 bonus blackness, with no visible pupil or iris. You gains a +5 bonus to all saving throws a