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Mehangel
2015-06-30, 12:51 PM
The Incarnate

Was bored yesterday and was curious what would I get if I combined, Spheres of Power, Ultimate Psionics, Path of War, Akashic Mysteries and Pact Magic. This is what I got, it doesn't claim to be balanced, nor does it claim to be strong or weak. It is simply what I got after tinkering and putting forth bits of each.

HD: d8
Skills: 4+INT
Class Skills: All skills are considered class skills to the Incarnate.

Armor Proficiency: Light Armor and Shields Only
Weapon Proficiency: The incarnate is proficient with all weapons within the two martial disciplines it chooses.



Level
BAB
FORT
REFL
WILL
SPECIAL
Powers Known
Maneuvers Known/Readied
Stances Known
Highest Level Known
Sublime Level
Talents Known/ Veils Per Day


1
+0
+2
+2
+2
Bind Spirits, Maneuvers, Manifesting, Psionic Focus, Spherecasting, Spell Pool, Veilweaving
2
2
1
1st
1
2


2
+1
+3
+3
+3
Incarnate Art
2
2
1
1st
2
3


3
+2
+3
+3
+3
Bonus Feat
3
3
1
1st
2
3


4
+3
+4
+4
+4
Chakra Bind (Hands)
3
3
1
1st
3
4


5
+3
+4
+4
+4
Extra Immediate Action
4
4
2
2nd
3
4


6
+4
+5
+5
+5
Incarnate Art
4
4
2
2nd
4
5


7
+5
+5
+5
+5
Bind Additional Spirit
5
5
2
2nd
4
5


8
+6/+1
+6
+6
+6
Chakra Bind (Feet)
5
5
2
2nd
5
6


9
+6/+1
+6
+6
+6
Bonus Feat
6
5
3
3rd
5
6


10
+7/+2
+7
+7
+7
Incarnate Art
6
5
3
3rd
6
7


11
+8/+3
+7
+7
+7
Extra Immediate Action
7
5
3
3rd
6
7


12
+9/+4
+8
+8
+8
Chakra Bind (Head)
7
5
3
3rd
7
8


13
+9/+4
+8
+8
+8
Bind Additional Spirit
8
5
4
4th
7
8


14
+10/+5
+9
+9
+9
Incarnate Art
8
5
4
4th
8
9


15
+11/+6/+1
+9
+9
+9
Bonus Feat
9
5
4
4th
8
9


16
+12/+7/+2
+10
+10
+10
Chakra Bind (Wrists)
9
5
4
4th
9
10


17
+12/+7/+2
+10
+10
+10
Extra Immediate Action
10
5
4
4th
9
10


18
+13/+8/+3
+11
+11
+11
Incarnate Art
10
5
4
4th
10
11


19
+14/+9/+4
+11
+11
+11
Bind Additional Spirit
11
5
4
4th
10
11


20
+15/+10/+5
+12
+12
+12
Chakra Bind (Shoulders), Incarnate Avatar
11
5
4
4th
11
12



Sublime Level: An incarnate has an effective Manifester, Caster, Initiator, Veilweaver, and Binder Level equal to its Sublime Level for all intensive purposes.

Bind Spirits: An Incarnate may seal pacts with spirits. Each day, the incarnate may bind one spirit of his or her choice whose level is equal to or less than the Highest Level Known indicated on Table 1: The Incarnate. An incarnate’s binder level equals his or her sublime level and an incarnate’s binding check is equal to 1d20 + the binder level + his or her Spherecasting ability modifier. The DC to resist the supernatural power of an incarnate’s granted abilities equals 10 + the sublime level + the spherecasting ability modifier.

Maneuvers: Unlike other initiators, an incarnate’s readied maneuvers are the same his known maneuvers. An incarnate chooses any two disciplines at level 1. The Incarnate adds its weapon group to his list of proficiencies and may learn maneuvers from those disciplines. Beginning at fourth level and every four levels thereafter, an incarnate may choose to switch out one maneuver known for a new one upto the highest level known.

An incarnate has two means of recovering expended maneuvers. The first is a full-round action in which it recovers all expended incarnate maneuvers. The second is whenever the incarnate spends a spell point, it recovers any 1 maneuver of its choice.

Manifesting: An incarnate may manifest any psionic power it knows by spending power points. An incarnate may as a free action (which it may do even when not its turn) convert 1 spell point into a number of power points equal to the incarnates Sublime Level. These power points last for 24 hours or until the incarnate recovers his spell pool, whichever comes first.

Psionic Focus: Like other manifesters, an incarnate gains a psionic focus which behaves the same as the ability with the same name in the book Ultimate Psionics.

Spherecasting: An incarnate may combine spheres and talents to create magical effects. An incarnate is considered a Low-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed.

Spell Pool: An incarnate gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Special, unlike other spherecasters, the Spell Pool counts as having a Ki Pool, Arcane Pool, Essence Pool and Power Point Pool for all intensive purposes. With exception of the Power Point Pool, an incarnate may spend spell points as if spending Ki, Arcane or Essence Points.

Veilweaving: An incarnate is capable of shaping the magical essence known as akasha into powerful veils, which are drawn from the vizier and guru veil lists. The incarnate knows and can shape any veil from the Guru or Vizier list; however he cannot shape a veil whose alignment opposes his own. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + his Spherecasting modifier. He can only shape a certain number of veils per day (see Talents Known / Veils Per Day table below). Veils are constructs of pure magic and, as such, are suppressed while in the area of an antimagic field or similar phenomena.

Incarnate Art: An incarnate may whenever gaining the Incarnate Art class feature may choose to gains any one of the following: A Stalker Art, Magus Arcana, Discovery, Pact Augmentation, Mystic Combat, or Sphere Talent to which it meets the prerequisites. An incarnate is considered to have levels in any class equal to its sublime level for purposes of meeting Incarnate Art prerequisites only.

Bonus Feat: The incarnate at Levels 3, 9 and 15 gain a bonus feat for which it may use to gain any feat for which it meets all prerequisites.

Chakra Binding: At 4th level and every 4 levels thereafter (8th, 12th, 16, etc), the incarnate unlocks chakra binds in the following order: Hands, Feet, Head, Wrist, and Shoulders. Once a incarnate has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.

Extra Immediate Action: Beginning at 5th level and every 6 levels thereafter the incarnate gains an additional free immediate action each round for which it may use how it wishes.

Bind Additional Spirit: At 7th level, 13th and 19th level, an incarnate gains the ability to
bind one additional spirit to his or her soul.

Incarnate Avatar: At 20th level, any psionic power that the incarnate manifests upon himself with a duration greater than 1 round, may have its duration changed to permanent. Every casting gives a temporary negative level that stacks with all other temporary levels and lasts 24 hours + 24 hours per existing temporary negative level. An incarnate may not have more powers made permanent in this manner than his casting ability modifier. If his casting modifer should drop, the incarnate loses his choice of permanent powers until he has an appropriate number for his ability modifier. The incarnate may suppress any permanent powers gained this way at-will.

Mehangel
2015-06-30, 02:03 PM
Keeping this page available, because I see that I need to split the table into two. But otherwise feel free to post your thoughts on the Incarnate.