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View Full Version : Incandescent Champion & Incarnum Blade Redux (3.5,PF, PEACH)



BelGareth
2012-10-27, 07:30 PM
So in my long overdue finish to Incarnum Unleashed (http://www.giantitp.com/forums/showthread.php?t=218434) I decided to start off with some PRC's.

I already had Incandescent Champ done, so a little tweak and it was good to go, next was Incarnum blade. And well one thing wrong with the Incarnum PRC's is...well they suck. So I thought while I'm redoing them for PF I can do them for 3.5 also.

Sooo, with that said, here are the 3.5 PRC Redux's for the Incandescent Champion & Incarnum Blade.

And HERE (http://www.giantitp.com/forums/showthread.php?p=12122288) is the link to the PF versions

Incandescent Champion

Requirements
Alignment: Any Good
Base attack bonus: +6
Essentia pool: 1

Class skills (2 + Int Modifier per level): The Incandescent Champion's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Profession (Wis) and Ride (Dex).

Hit Dice: d10

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Essentia Pool

1st| +1| +1 | +0 | +1 |Incandescent Strike, Incarnum Body|1

2nd| +2 | +1| +1 | +1 |Incarnum Overload 1/day|2

3rd| +3 | +2 | +1 | +2 |Unbearable Countenance|2

4th| +4 | +2 | +1 | +2 |Incarnum Overload 2/day|3

5th| +5 | +3 | +2 | +3 |Incandescent Ray|3

6th| +6 | +3 | +2 | +3 |Incarnum Overload 3/day|4

7th| +7 | +4 | +2 | +4 |Fast Healing|5

8th| +8 | +4 | +3 | +4 |Incarnum Overload 4/day|6

9th| +9 | +5 | +3 | +5 |Incandescent Aura|7

10th| +10 | +5 | +3 | +5 |Incandescent Transcendence, Incarnum Overload 5/day|8
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Incandescent Champion stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity. (if any)

Incandescent Strike (Su): You can channel Incarnum to increase the damage dealt by your melee attacks. You gain a sacred bonus on your damage rolls equal to the number of points of essentia invested in this ability. Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell.

Unbearable Countenance (Su): When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mind affecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. This ability is always active.

Incarnum Overload (Ex): At 2nd level, you can temporarily boost the maximum essentia capacity of any soulmeld, Incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action.

You gain an additional use of this ability for every 2 levels in this class to a total of 5/day at 10th level.

Incandescent Ray (Su): Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 2d8 points of damage per point of essentia invested in this ability. This is untyped damage and affected by Spell resistance.

Fast Healing (Su): When you reach 7th level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the amount of essentia you invested in this ability.

Incandescent Aura (Su): Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active.

If you have essentia invested in your incandescent aura ability, you shine with a bright light equivalent to that produced by a daylight spell (caster level equals incandescent champion level).

Incandescent Transcendence: At 10th level, you forsake your mortal nature to fully embrace the power of your spirit. Your type changes to outsider, and you gain the native and good subtypes. Your natural weapons and any weapons you wield are treated as good-aligned for the purpose of overcoming damage reduction.

Furthermore, as a standard action at will the Incadescent Champion can turn into pure luminous energy. Upon assuming this form, you become incorporeal and gain a fly speed of 60 feet (perfect maneuverability). You cannot make attacks, cast spells, or activate special abilities while in your energy form, though you can invest essentia as usual, user your Incandescent Ray ability and your incandescent aura functions normally.


Incarnum Blade

Requirements
Alignment: Any
Base attack bonus: +5
Skills: Concentration 8 ranks

Class skills (2 + Int Modifier per level): The Incarnum Blade's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Profession (Wis), Ride (Dex), and Swim (Str).

Hit Dice: d12

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Essentia Pool

1st| +1| +1 | +0 | +0 | Shape Blademeld, Blademeld Chakra Binds (Crown, Feet), Incarnum Body|1

2nd| +2 | +1| +1 | +1 | Blademeld Chakra Binds (Hands, Arms) |2

3rd| +3 | +2 | +1 | +1 | Blademeld Chakra Binds (Brow, Shoulders), Rebind Blademeld |3

4th| +4 | +2 | +1 | +1 | Blademeld Chakra Binds (Throat, Waist), Dual Chakra Bind |4

5th| +5 | +3 | +2 | +2 | Blademeld Chakra Binds (Heart, Soul) |5
[/table]

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incarnum Body (Ex): Your levels in Incarnum Blade stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity. (if any)

Shape Blademeld (Su): At 1st level, you gain the ability to create a special Soulmeld called a blademeld by wrapping incarnum into a melee weapon of your choice. Doing so ties the chosen weapon more closely to your mind and soul and grants it special powers.

A weapon with a blademeld shaped on it appears to have a blue glow and is treated as a magic weapon for the purpose of overcoming damage reduction. Its hardness improves by 5, and its hit points increase by 5 per level you possess in Incarnum Blade. The weapon gains a bonus on saving throws and damage rolls equal to your Incarnum Blade level.

Shaping the blademeld requires 8 hours of rest followed by 1 hour of meditation, just like shaping any other soulmeld does. The blademeld remains shaped until you unshape it, though it unshapes automatically if the weapon to which it is attached is sundered or otherwise destroyed. Simply losing possession of the weapon does not unshape the blademeld, and it still retains its enhanced hardness, hit points, save bonuses and damage bonuses even if you are not holding it. The wielder benefits granted by the blademeld do not apply to anyone else who might pick it up.

Blademeld Chakra Bind (Su):When you shape your blademeld, you can bind it to one of your body’s chakras. Doing so grants you a special ability that lasts as long as the blademeld is shaped and the weapon is held. Unlike most soulmelds, the blademeld’s appearance does not change while it is bound to a chakra, and the affected chakra is not apparent in any way to an onlooker.

Furthermore, the weapon to which the blademeld is attached is still wielded normally, even if it is bound to a chakra other than your hands. You can be disarmed normally, and it can still be sundered in the usual way. If you lose or put down the weapon while it is bound, it remains bound and retains the special characteristics it gains from the blademeld; you also retain the special ability gained from the bind. No one else can benefit from the weapon’s incarnum-based powers. Unlike a typical chakra bind, this one does not close the corresponding body slot.

For example, a blademeld bound to your hands chakra does not prevent you from wearing a pair of magic gloves. Blademeld chakra bind does not grant you the ability to bind soulmelds or other magic items to your chakras. At 1st level, you can bind your blademeld to your Crown and Feet chakras; at 2nd level, you can bind it to your Hands and Arms chakra's; at 3rd level, you can bind it to your Brow and Shoulders chakra's; at 4th level, you can bind it to your Throat and Waist chakra's; and at 5th level, you can bind it to your Heart and Soul chakra's; Binding your blademeld to a chakra grants you a special ability according to the chakra chosen, as detailed below.

Additionally you may invest Essentia into your Blademeld with varying effects depending on the chakra bound to it.


Crown Chakra: As long as this chakra bind is in effect, you have uncanny battlefield insight. The Incarnum Blade retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Essentia: For each point of essentia invested you gain a +1 insight bonus on attacks of opportunity.

Feet Chakra: You react more quickly than usual to danger, gaining a +4 insight bonus on initiative checks, while this chakra bind is in effect. In addition, you can make attacks of opportunity with the blademeld weapon even while flat-footed.

Essentia: For each point of essentia invested you gain a +5 bonus to speed.

Hands Chakra: You are able to swing your blademeld with tremendous speed. While the blademeld is bound to this chakra, you gain an additional attack made at your highest attack bonus when attacking with the blademeld weapon as a full attack action. This does not stack with similar abilities such as Haste and the Speed property.

Essentia: For each point of essentia invested you gain a +1 insight bonus to attack and damage rolls with your blademeld weapon.

Arms Chakra: You can deal devastating strikes in combat. While it is in effect, this chakra bind grants you a +4 insight bonus on attack rolls made to confirm a critical threat with the blademeld weapon.

Essentia: For every 2 point's of essentia invested you increase the critical threat range with your blademeld weapon by 1.

Brow Chakra: You can more effectively battle foes that you can’t see clearly while this chakra bind is in effect. You ignore any miss chances that your opponent has while wielding your blademeld weapon. You must still be able to see your oppoenent.

Essentia: For every point of essentia invested you gain a +2 insight bonus to Spot & Listen checks.

Shoulders Chakra: You gain the ability to avoid certain particularly deadly strikes. Any time a melee attack would deal you a critical hit or sneak attack, you have a 25% chance to negate the extra damage from it. This ability is active as long as this chakra bind is in effect. You need not be aware of the attack for the ability to function, but it grants no benefit if you are unconscious or otherwise helpless.

Essentia: For every 2 point's of essentia invested you gain a +1 insight bonus to your saves.

Throat Chakra: At will, you can brandish the weapon bearing the blademeld and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear you must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). You can use this ability at will as a standard action as long as the chakra bind is in effect.

Essentia: For every point of essentia invested you increase the DC of your shout by +1.

Waist Chakra: As long as this chakra bind is in effect, you are incredibly stable and well balanced when wielding your blademeld weapon. The Incarnum Blade cannot be knocked prone while wielding his blademeld weapon.

Essentia: For every point of essentia invested you gain a +2 bonus to all opposed bull rush, feint and disarm checks.

Heart Chakra: The weapon bearing the blademeld grants you improved health and well-being in combat as long as this chakra bind is in effect. You gain bonus hit points equal to twice your character level. These extra hit points are not lost first the way temporary hit points are; if you change the chakra bind of your blademeld, you lose them immediately.

Essentia: As a move action the Incarnum Blade can heal an amount of hit points equal to his Constitution modifier x the amount of essentia points invested. The Incarnum Blade can do this an amount of times per day equal to his Constitution modifier. Once essentia is invested in this chakra bind it is locked in for 24 hours.

Soul Chakra: Your blademeld weapon gains an alignment for the purpose of overcoming damage reduction. When you activate the chakra bind, you can choose any single alignment component (chaos, evil, good, or law) that matches one of your own. Thereafter, the choice cannot be changed until a new blademeld is shaped. Your weapon bypasses any DR of a creature with the chosen alignment.

Essentia: For every point of essentia invested you deal +1d4 damage to creatures with the appropriate alignment.


Rebind Blademeld (Su): At 3rd level, you gain the ability to change the chakra to which your blademeld is bound. You can use this ability a number of times per day equal to 1 + your Constitution bonus (minimum 1/day). Rebinding your blademeld is a standard action that does not provoke attacks of opportunity.

At 5th level, you can change one or both of your blademeld’s two chakra binds simultaneously as a standard action.

Dual Chakra Binding: Upon attaining 4th level, you can bind your blademeld to two of your chakras simultaneously. The second chakra bind must be one that was gained at a lower incarnum blade level than the first. For example, if the first chakra bind is throat, the second cannot be waist; it must be lesser or least. You gain the special abilities from both chakra binds as though you were using each independently.