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Szatany
2007-02-14, 03:19 PM
As promised Black Mage:

Incarnate (rename to Prodigy??)
http://patrik.scifi.cz/grafik/cover/snici.jpg
Picture by Jan P. Krasny

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 divne 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 last as 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, and sorcerer).

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.


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/dayCLASS 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 sorcerer/wizard list.
To learn or cast a spell, an incarnate must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a incarnate’s spell is 10 + half 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 wizard, an incarnate may know any number of spells.
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 spell 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 Caster Level
Level 0 1 2 3 4 5 of invocations
1st 2 - - - - - 1
2nd 2 1 - - - - 1
3rd 3 1 - - - - 2
4th 3 2 - - - - 2
5th 3 2 - - - - 3
6th 3 2 1 - - - 3
7th 4 3 1 - - - 4
8th 4 3 2 - - - 4
9th 4 3 2 - - - 5
10th 4 3 2 1 - - 5
11th 4 4 3 1 - - 6
12th 4 4 3 2 - - 6
13th 4 4 3 2 - - 7
14th 4 4 3 2 1 - 7
15th 4 4 4 3 1 - 8
16th 4 4 4 3 2 - 8
17th 4 4 4 3 2 - 9
18th 4 4 4 3 2 1 9
19th 4 4 4 4 3 1 10
20th 4 4 4 4 3 2 10
Invocations: Some spells are identified as invocations. That means they can be cast without using up a spell slot of appropriate level. Any spell cast as invocation uses reduced caster level, as shown on table above. An incarnate can cast invocations even if she has no slots left.
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.Learning New Spells: An incarnate can learn any spell from his 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. That money is used as a bribe to any otherworldly being greedy enough to grant incarnate magical knowledge. In addition, an incarnate must meditate for 1 hour per spell level and can not be interrupted. If she is, the barter fails and the offerings are lost.
A newly created 1st level incarnate knows a number of 0 level spells equal to her Cha bonus.

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 therafter.
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 reversed 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 increaes 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.

1. 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.2. 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.3. 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.4. 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 glamer 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.5. 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 formianite 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.


Incarnate
Level Special .
21st -
22nd Bonus feat or new vagary
23rd -
24th Vagary 7/day
25th -
26th Bonus feat or new vagary
27th -
28th Vagary 8/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, 32th, 36th, and so on).

Black Mage
2007-02-14, 03:41 PM
I like it alot. It could use more Vagaries, perhaps a cold version of the Molten Core.....Glacial Body maybe?
I'm hitting a mental block at the moment...I'll try to think of some more Vagaries and possible transformation abilities...Possibly wings for the celestial and fiendish.

Szatany
2007-02-14, 03:49 PM
I have some ideas from previous version of the class that could be reworked into vagaries. Here they are:

Intuit Direction: The prophet knows the way to a specific locale. She cannot lose her way to a specified place or creature, even if the subject is on the move or under effect of non-epic spells. In addition, while traveling toward the specified place or creature, prophet’s Speed increases by +10 feet (this is enhancement bonus). At 10th incarnate level the Speed bonus increases to +20 feet. At 20th incarnate level the Speed bonus increases to +30 feet.


Secrets Unfold: The prophet is told about some mystery or secret, which gives her an edge when applying knowledge or during conversation. She gains +2 insight bonus on all Decipher Script, Diplomacy, Knowledge (all), and Sense Motive checks. At 10th incarnate level this bonus increases to +4. At 20th incarnate level this bonus increases to +6.


See into Mind: The prophet realizes the capabilities of creatures she looks at. A prophet can look into up to one creature per incarnate level, after which the miracle ends (it may also end because of duration). If a prophet looks at a creature and decides to look into its mind, she learns all feats possessed by that creature and all spells or powers it is able to cast/manifest or has memorized.

Sixth Sense: The prophet knows if she will be targeted by hostile magic. She gains +2 bonus on all saving throws against spells that target her (but not area spells). At 10th incarnate level this bonus increases to +4. At 20th incarnate level this penalty increases to +6.

Omniscience: The redeemer may add or subtract a number of points up to her Wisdom score from any d% rolls required by the spell.

Szatany
2007-02-15, 06:39 AM
Planar transformations almost finished.

EDIT: Incarnate is finished :D

Grey Paladin
2007-02-15, 08:56 AM
This is so broken it could give a badly played Wizard a good run before being defeated . . .

Szatany
2007-02-15, 09:05 AM
This is so broken it could give a badly played Wizard a good run before being defeated . . .

What makes you think so specifically?

Khantalas
2007-02-15, 09:08 AM
Find a new name for your class. Please do. We already have an incarnate base class (which I like oh so very much).

Jibar
2007-02-15, 09:13 AM
I can't find in anywhere in the descriptions, so how long do those wings and Slaadi changes last exactly?

Szatany
2007-02-15, 09:30 AM
Find a new name for your class. Please do. We already have an incarnate base class (which I like oh so very much).

Here's a story :).
I came up with the concept of incarnate few years ago. Don't remember how long exactly but it was around half a year before magic of incarnum. When it came out and some voices asked me to change it, I refused because I was first and liked the name. However, back then the incarnate was more like a favored soul than divine trespasser. Few days ago I rewritten the class (and posted it here), and since the serious change of flavor and abilities, I think I will rename the class to Prodigy.


I can't find in anywhere in the descriptions, so how long do those wings and Slaadi changes last exactly?
Here it is:
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.

Wings have infinite duration.

Caduceus
2007-02-15, 10:26 AM
What with the talk of invocations in all the spellcasting classes you have here, are you going to re-do the Warlock?

Black Mage
2007-02-15, 01:38 PM
This is so broken it could give a badly played Wizard a good run before being defeated . . .

I'm curious what makes you think this is broken?


Szatany, once again you have done great work. I think the class name should stay how it is unless it's used in a game alongside the already puplished Incarnate class. If players don't have access to MoI, I don't see what the problem of having a different class named Incarnate is.

Szatany
2007-02-15, 01:53 PM
What with the talk of invocations in all the spellcasting classes you have here, are you going to re-do the Warlock?No, but remember than any spellcasting class I've made can cast some spells just like warlock.


Szatany, once again you have done great work. I think the class name should stay how it is unless it's used in a game alongside the already puplished Incarnate class. If players don't have access to MoI, I don't see what the problem of having a different class named Incarnate is.

I like both names, so either way it totally fine.

Yakk
2007-02-15, 03:12 PM
Alternate spells/day table that ends and starts with the same number of spells as the original, but every single level grants a change in the number of spells/day.

To do this, I moved up the "4 spells/day" threshold by 2 levels for each level of spell.


Spells per day Caster Level
Level 0 1 2 3 4 5 of invocations
1st 2 - - - - - 1
2nd 2 1 - - - - 1
3rd 3 1 - - - - 2
4th 3 2 - - - - 2
5th 4 2 - - - - 3
6th 4 2 1 - - - 3
7th 4 3 1 - - - 4
8th 4 3 2 - - - 4
9th 4 4 2 - - - 5
10th 4 4 2 1 - - 5
11th 4 4 3 1 - - 6
12th 4 4 3 2 - - 6
13th 4 4 4 2 - - 7
14th 4 4 4 2 1 - 7
15th 4 4 4 3 1 - 8
16th 4 4 4 3 2 - 8
17th 4 4 4 4 2 - 9
18th 4 4 4 4 2 1 9
19th 4 4 4 4 3 1 10
20th 4 4 4 4 3 2 10

Szatany
2007-02-16, 04:16 AM
I really like it, thanks :D:D