Ultimate Incarnate

Ultimate_Incarnate

An incarnate shares special connection with the multiverse. Since the birth, she is connected to some greater divine power, a deity. Thanks to that unique link, she works divine magic with ease and also can utilize amazing divine powers often envied by more typical divine spellcasters, such as clerics.

Adventures: Incarnates are usually loners, for their source of power is intimate and sometimes misunderstood by the clergy. Wherever they go, their abilities may be considered an amazing gift or divine curse. Some of the incarnates work as emissaries of the deities outside the church’s structure.

Characteristics: Incarnates cast their spells by means of an inborn connection to a divine figure. They know much less spells and gain them slower, but can cast more of them and do not need prepare them.

Alignment: Incarnates are usually free spirits, and their gift usually condemns them to a lonely childhood. As a result, many incarnates tend slightly toward chaos more than law. If an incarnate’s power comes from a deity, she usually matches the alignment of that deity.

Religion: Incarnates can be of any religion, and most religions have their incarnates. Those incarnates who dare to steal godly power, sometimes worship deities of theft or magic, but usually are impious.

Background: Incarnates realize their special gift at young age, which may be as soon as when an incarnate just learns to speak, or as late as just a few years after reaching adulthood. They either keep it as a secret, or share it with the rest of the world. Some are exiled from community out of ignorance and fear, while others are considered the sign of deity’s favor and treated with love, awe and respect.

Races: Incarnates are found universally in probably any type of society and among the members of all intelligent races. Incarnates might be even more common than clerics in primitive societies without developed system of belief.

Other Classes: Incarnates go along well with other individualists, which is most true for bards, rogues, and scourges.

Starting Age: Simple (same as barbarian, rogue, sorcerer, and others).

Starting Gold: 4d4 x 10 (100 gp on average)

Game Rule Information

Incarnates (Inc) have the following game statistics.

Abilities: Charisma determines how powerful a spell an incarnate can cast and how hard those spells are to resist (see Spells, below). Wisdom determines the potency of incarnate’s miracles. A high Constitution, Strength and Dexterity are also useful, should an incarnate enter combat.

  • Alignment: Any chaotic.
  • Hit Points per Level: 1d6 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The incarnate’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). See Chapter 4: Skills for skill descriptions.

Class Table

       Base          Fort  Ref   Will
Level  Attack Bonus  Save  Save  Save  Special               .
1st    +0            +2    +2    +2    Aura, spellcasting, vagary 1/day
2nd    +1            +3    +3    +3    Partial transposition
3rd    +2            +3    +3    +3    -
4th    +3            +4    +4    +4    New vagary, vagary 2/day
5th    +3            +4    +4    +4    Planar transformation (1st mark)
6th    +4            +5    +5    +5    Darkvision
7th    +5            +5    +5    +5    New vagary
8th    +6/+1         +6    +6    +6    Vagary 3/day
9th    +6/+1         +6    +6    +6    -
10th   +7/+2         +7    +7    +7    New vagary
11th   +8/+3         +7    +7    +7    Planar transformation (2nd mark)
12th   +9/+4         +8    +8    +8    Vagary 4/day
13th   +9/+4         +8    +8    +8    New vagary
14th   +10/+5        +9    +9    +9    Native outsider
15th   +11/+6/+1     +9    +9    +9    Summon kin
16th   +12/+7/+2     +10   +10   +10   New vagary, vagary 5/day
17th   +12/+7/+2     +10   +10   +10   -
18th   +13/+8/+3     +11   +11   +11   Planar transformation (3rd mark)
19th   +14/+9/+4     +11   +11   +11   New vagary
20th   +15/+10/+5    +12   +12   +12   Vagary 6/day

Class Features

All of the following are class features of the incarnate.

Weapon and Armor Proficiency: Incarnates are proficient with all simple weapons and with light armors and no shields.

Aura of Chaos (Ex): The power of a incarnate’s aura of chaos (see the detect chaos spell) is equal to her incarnate level, just like the aura of a cleric of a good deity.

Spellcasting: An incarnate casts divine spells, which are drawn from the cleric spell list as well as transmutation spells from the wizard list. To learn or cast a spell, an incarnate must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an incarnate’s spell is 10 + one-third the incarnate's level + the incarnate’s Charisma modifier. Like other spellcasters, an incarnate can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The incarnate doesn't receive bonus spells per day for having high Charisma score. Like bard or paladin, an incarnate may know a number of spells from each spell level equal to 3 + her Charisma modifier. It is possible for her to learn spells above that limit, but the costs are high. An incarnate need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. Incarnate’s caster level is equal to 3/4 her class level, rounded up.

Spells Per Day

        Spells per day    Invocations
Level   0 1 2 3 4 5       C.L.  known.
1st     2 - - - - -       1     1
2nd     2 1 - - - -       1     1
3rd     3 1 - - - -       2     2
4th     3 2 - - - -       2     2
5th     4 2 - - - -       3     2
6th     4 2 1 - - -       3     2
7th     4 3 1 - - -       4     3
8th     4 3 2 - - -       4     3
9th     4 4 2 - - -       5     3
10th    4 4 2 1 - -       5     3
11th    4 4 3 1 - -       6     4
12th    4 4 3 2 - -       6     4
13th    4 4 4 2 - -       7     4
14th    4 4 4 2 1 -       7     4
15th    4 4 4 3 1 -       8     5
16th    4 4 4 3 2 -       8     5
17th    4 4 4 4 2 -       9     5
18th    4 4 4 4 2 1       9     5
19th    4 4 4 4 3 1       10    6
20th    4 4 4 4 3 2       10    6

Learning New Spells: An incarnate can learn any spell from her list, but doing so is tasking and requires a sacrifice. To learn a spell, an incarnate must pay an amount of gold equal to spell level squared x 50 (or 25 gp in case of 0-level spells). That money is used as a bribe to any otherworldly being greedy enough to grant incarnate magical knowledge. In addition, the incarnate must meditate for 1 hour per spell's level (30 minutes for a 0-level spell) and can not be interrupted. If it is, it must be performed again, and the offerings are lost. If an incarnate attempts to learn a spell and she already reached her limit of spells known for that level, multiply gold cost by 10. A newly created 1st level incarnate knows a number of 0-level spells equal to her Cha bonus.

Invocations: An incarnate can cast some spells as invocations. That means that she doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. An incarnate can cast invocations even if she has no slots left. At 1st level, an incarnate learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 3rd level and every 4 levels thereafter, an incarnate learns how to cast another spell from the list. An incarnate can choose a spell she doesn't know yet, but she is unable to cast it until she learns it. She cannot, however, choose a spell she can't yet cast because her class level is too low to access that level of spells. List of spells an incarnate can cast as invocations:

  • 0 level - Guidance, Mage Hand, Read Magic, Resistance
  • 1st level - Animate Rope, Bane, Cause Fear, Doom, Entropic Shield, Magic Weapon
  • 2nd level - Align Weapon, Darkvision, Calm Emotions, Death Knell, Shatter, Shield Other, Sound Burst
  • 3rd level - Bestow Curse, Dispel Magic, Flame Arrow, Keen Edge, Obscure Object, Searing Light
  • 4th level - Control Water, Poison, Repel Vermin.

Vagary (Su): There are ways to possess divine power without becoming a servant of the deity. Some believe that the best way to achieve the ultimate power, and possibly godhood, is to steal that power from others. Others are haunted by divine entities from far realms in their dreams, possessing impossible wisdom and hints of future events. An incarnate has the vast variety of unbelievable powers, but the risks are grave. Should a deific being discover that the incarnate is bending and breaking laws of multiverse, the punishment will be swift and harsh, always suited to the nature of abuse. A 1st level incarnate can use vagary once per day. Her daily allotment increases to 2 at 4th level, and then by 1 every 4 levels thereafter. A 1st level incarnate knows one vagary of her choice from the list below. At 4th level and every 3 levels thereafter (7th, 10th, and so on), she learns a new way to cheat gods, gaining another vagary. Each vagary has a certain percentile chance of failure. If that happens, the deity notices the incarnate and punishes her. To boot, the vagary does not happen. If the vagary attempt is failed, it is still used up for that day. Vagaries require full-round actions and draw attacks of opportunity. If a vagary calls for a saving throw, the DC is 10 + half incarnate level + incarnate’s Wisdom modifier.

  • Bestow Luck: An incarnate shifts luck to her favor. She gains a luck bonus from +1 to +4 bonus on attack and damage rolls, saving throws, and skill checks for 1 minute. Failure chance is 5% per point of bonus -1% for every 2 incarnate levels (but no less than 3% per point of bonus). If the vagary fails, the incarnate suffers a reverse d penalty instead.
  • Borrow Magic: An incarnate adds any spell from cleric list to her spells known for 1 hour. Failure chance is 10% per spell level - 1% for every 2 incarnate levels (but no less than 5% per spell level). If the vagary fails, the incarnate cannot cast invocations for one hour.
  • Calm Elements: An incarnate calms weather, even extreme weather and natural disasters (including typhoons, earthquakes, avalanches, gales and such). Any such extremities calm within a radius of 100 feet per incarnate level for one hour. Failure chance is 30% - 1% for every 2 incarnate levels (minimum 15%). If the vagary fails, the incarnate suffers a number of 1d6 points of damage equal to her Hit Dice (no save). Half of damage is electricity, the other half is divine. No spell or effect short of deity’s intervention can reduce or redirect that damage.
  • Cause Misfortune: An incarnate foretells the misfortune to a creature within 30 ft. The victim must make Will saving throw or suffer any penalty from -1 to -4 on attack and damage rolls, saving throws, and skill checks for 1 hour. Failure chance is 5% per point of penalty -1% for every 2 incarnate levels (but no less than 3% per point of penalty). If the vagary fails, the victim receives a reverse luck bonus instead.
  • Create Shelter: An incarnate creates a building (or a fragment of the building) in the area of up to 10x10x10 feet that could normally support such a building (for example, creating swimming stone wall is not possible) within 120 ft. The building can be of any type, but must be made of stone and/or wood, cannot have any fine detail, and will crumble to dust in one week. Failure chance is 30% - 1% for every 2 incarnate levels (minimum 15%). If the vagary fails, incarnate contracts a random disease that cannot be magically healed for the next 7 days.
  • Destroy Spell: As a immediate action rather than a full-round one, an incarnate cancels a spell being cast or ends the duration of an ongoing spell within 60 ft. Failure chance is 2% per spell’s caster level -1% for every 2 incarnate levels. If the vagary fails, the incarnate is instantaneously affected by greater dispel magic spell (with caster level equal to the incarnate’s caster level +5).
  • Drowse: An incarnate puts one or more creatures within 60 ft. to sleep. This is mind-affecting effect. If a creature fails Will saving throw, she falls asleep for 8 hours but can be waken normally. Failure chance is 3% per creatures’ Hit Dice (if there are more than one creatures affected, the chance is cumulative) -1% for every 2 incarnate levels (but not less than 2% per Hit Die). If the vagary fails, the incarnate falls to sleep for 8 hours, and cannot be awoken by any means for the first 10 minutes of the sleep.
  • End Life: An incarnate attempts to kill a living creature within 60 ft. with dark speech. If a creature fails Will saving throw, it dies. This is death effect. Failure chance is 5% per creatures’ Hit Dice -1% for every 2 incarnate levels (but no less than 3% per Hit Die). If the vagary fails, the incarnate is hit by a bolt of divine energy that deals her a number of 1d12 points of damage equal to her Hit Dice. No spell or effect short of deity’s intervention can reduce or redirect that damage.
  • Inevitability: An incarnate can use this vagary as a part of casting spell. Spell's DC increase by +5. Failure chance is 50% -1% for every 2 incarnate levels (minimum 20%). If the vagary fails, the incarnate loses one spell slot from each spell level. For each spell slot she cannot lose because she's has no more left, an incarnate cannot cast invocations for the next 10 minutes.
  • Molten Core: An incarnate gains fire immunity and her unarmed attacks deal +1d6 points of fire damage for 1 minute. Failure chance is 40% - 1% for every 2 incarnate levels (minimum 20%). If the vagary fails, the incarnate gains fire vulnerability for 24 hours.
  • Request: An incarnate utilizes words of creation to give a command to one or more creatures within 60 ft., even if they can’t hear or understand her. This is mind-affecting effect. If a creature fails Will saving throw, she obeys incarnate’s command, which cannot be suicidal and must be spoken in 5 or less words. The creature follows the request unless fulfills it or 24 hours pass. Failure chance is 3% per each creature’s Hit Dice (if there are more than one creatures affected, the chance is cumulative) -1% for every 2 incarnate levels (but no less than 2% per Hit Die). If the vagary fails, the creatures’ attitude toward the incarnate changes to hostile and they become immune to mind-affecting effects for 10 minutes. If victims were already hostile, they become fanatical instead (+4 bonus to Strength for 10 minutes).
  • Restore to Health: An incarnate heals wounds with mere touch of her hands or to herself. By touching a willing living creature she may decide to cure any number of hit point damage. Failure chance is 1% per each 2 hit points cured -1% for every 2 incarnate levels (but no less than 1% per 3 hit points). If the vagary fails, the creature suffers damage equal to the number of hit points the incarnate tried to cure instead.
  • Sense Danger: An incarnate gains powerful sense of incoming dangers. For one hour, and incarnate is not surprised in the first round of combat and whenever she would make an initiative roll, she instead adds 20 to Dexterity modifier (and any other eventual modifiers). Failure chance is 25% -1% for every 2 incarnate levels (minimum 15%). If the vagary fails, the incarnate immediately suffers 2d6 points of Dexterity damage.
  • Tangle the Flow of Magic: An incarnate gain golem’s magic immunity for 1 minute. Failure chance is 40% - 1% for every 2 incarnate levels (minimum 20%). If the vagary fails, the incarnate suffers a -5 penalty on saving throws against spells and spell-like abilities for 10 minutes.

Partial Transposition (Ex): At 2nd level, an incarnate gains +2 bonus on saves against spells and abilities that can affect her own type but do not affect outsiders.

Planar Transformation

By accessing divine power in an unstable and unsafe manner, incarnate’s body becomes slowly polluted with essence that makes divine realms and outsiders. Only thanks to her power is she able to partially shape the direction in which the transformation follows. A 5th level incarnate chooses one type of outsider and slowly gains its qualities. Available outsider families are: celestial, fiend, formian, genie, and slaad.

Celestial Transformation:

  • Soothing Music (Ex): At 5th level, an incarnate gains a +2 bonus on Heal and all Perform checks.
  • Archonite Resistance (Ex): At 11th level, an incarnate is immune to poisons.
  • Wings of Hope (Su): At 18th level, an incarnate can grow angelic wings as a move action when not wearing armor or heavy cloths. Wings grant her fly speed 60 (good) as long as she is not heavily encumbered.

Fiendish Transformation:

  • Swindle (Ex): At 5th level, an incarnate gains a +2 bonus on Bluff, Forgery, and Intimidate checks.
  • Recurring Evil (Ex): At 11th level, an incarnate can stand up from prone as a swift action.
  • Doomwalk (Su): At 18th level, an incarnate can go to hell and back as a full-round action. Her point of return can be anywhere within 1 mile as long as line of sight is preserved. Once used, an incarnate can't activate this ability again for 1 hour. In addition, visiting hell takes its toll on one's sanity: whenever an incarnate doomwalks, she takes 1d6-3 points of Wisdom damage.

Formianite Transformation:

  • Organized Work (Ex): At 5th level, an incarnate gains a +2 bonus on all Craft checks.
  • One Loyalty (Ex): At 11th level, an incarnate gains a +4 bonus against mind-affecting effects.
  • Antwalk (Ex): At 18th level, an incarnate gains climb speed 30 ft. She also gains +20 bonus to her land speed.

Genial Transformation: An incarnate slowly attains essence of quasi-elemental creatures known as genies.

  • Noble Blood (Ex): At 5th level, an incarnate gains +2 bonus on Appraise, Diplomacy, and Knowledge (nobility and royalty) checks.
  • Instinctive Vanish (Su): At 11th level, an incarnate instinctively becomes barely visible when attacked in melee. She gains 10% concealment against melee attacks. This is a glamour effect and is ignored by true seeing and similar effects.
  • Cloudburst (Su): At 18th level, an incarnate can turn his legs into a cloud of fire of mist as a standard action for 1 minute. While in this state she gains fly speed 30 (perfect). Once used, an incarnate can't activate this ability again for 1 hour.

Slaadian Transformation:

  • Leapfrog (Ex): At 5th level, an incarnate gains +2 bonus on Climb, Jump, and Swim checks.
  • Fast Healing (Su): At 11th level, whenever an incarnate is at half or less hit points, she gains fast healing 2.
  • Bodycross (Su): At 18th level, an incarnate can partially change shape to temporarily gain new speed type for 1 minute. An incarnate could grow some bizzare wings, extra legs, or claws. Regardless, she gains one of the following: burrow speed 5, climb speed 10, fly speed 20 (poor), or swim speed 20. Using this ability is a standard action. Once used, an incarnate can't activate this ability again for 1 hour.

Darkvision (Ex): A 6th level incarnate develops another trait common among all outsiders. She gains darkvision with range of 60 ft.

Native Outsider: At 14th level, incarnate's type changes to outsider (native).

Summon Kin (Su): At 15th level, an incarnate can summon few of her new brothers and sisters for a short period of time once per day. Summoning is a standard action that doesn't provoke attacks of opportunity. A summoning incarnate must roll d%. On result 1-50, the summoning is successful and indicated creatures arrive; on result 51-100 the ability fails and can't be used until the next day. Any summoned creature(s) has initially helpful attitude toward the incarnate and disappears after 1 minute. Summoned creatures do not have their summoning abilities and cannot use spell-like abilities on allies.

  • Summon Celestial: A celestial incarnate can summon 1 bralani per 10 incarnate levels.
  • Summon Fiend: A fiendish incarnate can summon 1 babau per 10 incarnate levels.
  • Summon Formian: A formian incarnate can summon 3 formian warriors per 10 incarnate levels.
  • Summon Genie: A genial incarnate can summon 2 janni per 10 incarnate levels.
  • Summon Slaad: A slaadi incarnate can summon 1 red slaad per 10 incarnate levels.

Epic Incarnate

The epic incarnate is the deity’s most powerful and reliable agent within the mortal realm. Capable of utilizing unimaginable powers, she is treated with sheer fear, deepest piety, and utter respect.

Hit Die: d6 + Con modifier.

Skill Points at Each Additional Level: 4 + Int modifier.

Incarnate 
Level    Special
21th     -
22th     Bonus feat or new vagary
23th     -
24th     Vagary 7/day
25th     -
26th     Bonus feat or new vagary
27th     -
28th     Vagary 7/day
29th     -
30th     Bonus feat or new vagary

Bonus Feat: An epic incarnate learns a bonus epic feat at 22nd level and every 4 levels thereafter (26th, 30th, 34th, and so on). At any such opportunity, an incarnate can choose a new vagary instead.

Vagary: An epic incarnate gains one extra daily use of her hallmark ability at 24th level and every 4 levels thereafter (28th, 32nd, 36th, and so on).