Incarnate

The Incarnate is unique among divine champions in that she does not serve a patron deity. Rather she focuses her faith and belief in the philosophy of balance, that the best of all possible worlds is both good and evil, both lawful and chaotic, all in equal balance. When one force becomes too powerful in a region she fights to restore balance, either by allying with the opposite force or fighting on her own. An overly lawful society that oppresses its populace is just as wrong in the Incarnate’s Eyes as a society that collapses into chaos and barbarism. Likewise a creature that indiscriminately treats everything with kindness and understanding is just as offensive as one that kills and slaughters without remorse.

Incarnate’s are always neutral. They rarely have patron deities. Incarnate’s form into loosely knit groups to better protect the balance. The meeting of these groups takes place in large secular buildings or natural regions and often involve long debates about whether imbalance exists and how best to correct it. The non aligned aspect of the natural world appeals to many incarnates, and most of them prefer to live in the wild. They enjoy the company of druids and often work with them to accomplish a common goal, but most such alliances eventually fall apart due to the incarnates’ belief that civilization and the natural world must also find balance.

Alignment: True Neutral

Hit Die: d10.

 

Shared Game Rules:

Dispite their different beliefs, all holy warriors share certain similar abilities and features as detailed below:

Abilities: Charisma enhances a holy warrior's ability to smite, her self-protective capabilities, and her ability to channel energy.  Strength is important for its role in combat, an area which all holy warriors are expected to excel.  A wisdom score of 14 or higher is required to get access to the most powerful holy warrior spells, and a score of 11 or higher is required to cast any holy warrior spells at all.

Alignment: All holy warriors must be of a specific alignment, as included in each of their discriptors.  If they stray from their tenets and alignment, they lose their divine powers just as a paladin would.

Class Features

All of the following are class features shared in common between all holy warriors:

Weapon and Armor Proficiency: All holy warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).

Smite (su): all holy warriors can smite a certain type of enemy a number of times per day.  This ability targets different alignments depending on the holy warrior in question, but otherwise, it functions the same as the paladin's ability to smite evil (see below for alignment).

Divine Grace (su): All holy warriors gain this ability at 2nd level, which functions as the paladin ability of the same name.

Aura of Courage (su): All holy warriors gain this ability at 3rd level, which functions as the paladin ability of the same name.

Channeling Energy (su): All holy warriors gain the ability to channel positive energy when they reach 4th level.  The good-aligned holy warriors (avengers, Paladins, and Sentinals) can use this energy to turn undead, while the neutrally aligned holy warriors (enforcers, incarnates and anarchs) use it for other purposes.  This ability otherwise functions as the paladin ability to turn undead.  See below for further details.

Spells: All holy warriors gain the ability to cast divine spells as earily as 4th level (if their wisdom score is high enough to grant bonus to 1st level spells).  Each holy warrior has a unique spell list.  Holy warriors gain spells at the same rate as Paladins.  See below for spell list and spell progression.

 

 

Incarnate Class Skills: Concentration (Con), Craft (Int), Diplomacy(Cha), Knowledge (Nature)(Int), Knowledge (Religion) (Int), Listen (Wis), Profession (wis) Search (int), spot(wis), survival (wis)

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

 

Incarnate Class Features

All the following are class features of the Incarnate.

Detect Imbalance(Sp): Incarnates are sensitive to the presence of creatures with alignment subtypes because of how imbalancing such creatures can be. This ability functions as the Detect Undead spell, save that it detects creatures with an alignment subtype rather than the type. This ability does not determine the alignment or subtype of the creature, just the presence.

Elemental Affinity(Ex): The elemental planes are closer to the mind of an incarnate than the Outer Planes. As a result an incarnate has a particular affinity to two elements, either air and earth or fire and water. She must select one of these pairings upon taking her first incarnate level. Each element is associated with a form of energy as detailed.

 

Element

Associated Enegy Type

Air

Electricity

Earth

Acid

Fire

Fire

Water

Cold

 

Smite Extremist (Su): An Incarnate’s Smite targets creatures of the following alignments: Lawful

Good, Lawful Evil, Chaotic Good, Chaotic Evil.

Elemental Burst(Su): Beginning at 2nd level, an Incarnate with a Charisma score of 12 or higher can create a burst of energy appropriate to her elemental affinity. Use of this Supernatural ability is a standard action. She can direct this burst of energy at any target without 60 ft. as a ranged touch attack. A successful hit deals 1d4 points of damage plus the incarnates charisma modifier of both the incarnates associated energy types. Thus an incarnate who has a charisma of 13 and is associated with fire and water would deal 1d4+1 points of fire damage and 1d4+1 points of cold damage to a target struck by the attack. An incarnate can generate a number of elemental bursts per day equal to her charisma bonus.

Energy Resistance(Ex): At 3rd level, the incarnate gains energy resistance 5 to the types of energy associated with her elemental affinity.

Rebuke Outsider(Su): When an Incarnate reaches 4th level, she gains the supernatural ability to rebuke or command outsiders. She can only use this ability while on the material plane. The incarnate can use this ability a number of times per day equal to 3 + her charisma modifier. The incarnate rebukes outsiders as a cleric 3 levels lower would rebuke undead.

Elemental Minion(Sp): Upon reaching 5th level the Incarnate gains the ability to summon a medium elemental (air, earth, fire, water ) as a standard action usable once per day. This elemental must be one of the types she is associated with. The elemental minion carries the same responsibilities as a paladin’s special mount and gains the same bonuses to it’s HD, natural armor, Strength, Intelligence, and other special abilities that a paladin’s special mount gains when the Incarnate gains levels. Unlike the paladin’s special mount, the Incarnate’s Elemental Minion only remains for 1 hour/level before returning to the elemental plane from whence it came.

Commune with Nature(Sp): At 8th Level the Incarnate gains the ability to Commune With Nature, as the spell, once per week. She may use this ability an additional time each week every additional 4 levels, to a maximum of 4 times a week at 20th level.

 

Code of Conduct: An Incarnate must be of Neutral Alignment alignment and looses all class abilities if she ever willingly commits an act that endangers the natural balance of the world. The Incarnate is most at home in the wilderness but does not take any special vows to avoid city life. She avoids travel to other planes (with the exception of the elemental planes of which she has an affinity.) except in the most dire need. The incarnate prefers to reach a peaceful solution but is fully capable of using force against intrusions into her realm from beyond.

Associates: An Incarnate can adventure with a creature of any alignment but remains suspicious and wary of those who draw their power from the outer planes (including most clerics and other holy warriors). She tolerates the presence of native outsiders such as aasimar and tieflings but would prefer not to share their company if possible. She never knowingly associates with creatures of an alignment subtype, nor will she continue association with someone who consistently offends her moral code. An Incarnate only accepts henchmen, followers, and cohorts who are neutral.

Incarnate Spell List:

1st level : bless, bless water, Bless Weapon, charm animal, cure light wounds, detect poison divine favor, endure elements, entangle, longstrider, magic fang, magic weapon, pass without trace protection from evil, protection from good, protection from law, protection from chaos, speak with animals.

2nd level: Animal Messenger, Barkskin, bear’s endurance, bull’s strength, eagle’s splendor, hold person, owl’s wisdom, resist energy, shield other, spike growth, tree shape.

3rd level: cure moderate wounds, diminish plants, dominate animal, greater magic fang, magic circle against evil, magic circle against good, magic circle against chaos, magic circle against law, plant growth, prayer, speak with plants.

4th level: Break Enchantment, Command Plants, Cure Serious Wounds, Dismissal, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, freedom of movement, treestride.

 

Table: The Incarnate

 

 

 

 

 

 

— Spells per Day —

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

1st

+1

+2

+0

+0

Detect Imbalance, Elemental Affinity, Smite Extremist 1/day

2nd

+2

+3

+0

+0

Divine Grace, Elemental Burst

3rd

+3

+3

+1

+1

Aura of courage, Energy Resistance

4th

+4

+4

+1

+1

Rebuke Outsider

0

5th

+5

+4

+1

+1

Smite Extremist 2/day, Elemental Minion

0

6th

+6/+1

+5

+2

+2

 

1

7th

+7/+2

+5

+2

+2

 

1

8th

+8/+3

+6

+2

+2

Commune with Nature 1/week

1

0

9th

+9/+4

+6

+3

+3

 

1

0

10th

+10/+5

+7

+3

+3

Smite Extremist 3/day

1

1

11th

+11/+6/+1

+7

+3

+3

 

1

1

0

12th

+12/+7/+2

+8

+4

+4

Commune with Nature 2/week

1

1

1

13th

+13/+8/+3

+8

+4

+4

 

1

1

1

14th

+14/+9/+4

+9

+4

+4

 

2

1

1

0

15th

+15/+10/+5

+9

+5

+5

Smite Extremist 4/day

2

1

1

1

16th

+16/+11/+6/+1

+10

+5

+5

Commune with Nature 3/week

2

2

1

1

17th

+17/+12/+7/+2

+10

+5

+5

 

2

2

2

1

18th

+18/+13/+8/+3

+11

+6

+6

 

3

2

2

1

19th

+19/+14/+9/+4

+11

+6

+6

 

3

3

3

2

20th

+20/+15/+10/+5

+12

+6

+6

Commune With Nature 4/week Smite Extremist 5/day,

3

3

3

3