Krimm_Blackleaf
2007-08-18, 11:41 PM
Well, I guess my will to homebrew just took a short break. This template is focusing on how incarnum works in my campaign setting, Nation of the Dead (http://www.giantitp.com/forums/showthread.php?t=38868).
Incarncate Outsider Template
http://i7.photobucket.com/albums/y265/Nny2/BowserSuccubus.jpg
An evil incarnate and his incarnate succubus companion
Art by Jonathan Bowser
In the World, the prime force of Incarnum is the remaining essence of outsiders that have permenantly died. The essence wanders the planes without rest or thought, and are drawn to prime examples of their alignment. When they find them a spark of sentience grows that was once the outsider. When this happens they show this mortal the power of Incarnum. These mortals are Incarnates and Soulborns.
When these mortal meldshapers gain power over incarnum, so does their outsider gain power and sentience. After a long while this outsider may separate themselves from their hosts soul and become symbiots without the need to attachment. These two beings continue to be dependant on eachother so long as they both live and may be so even across different planes and dimensions.
Incarnate outsiders tend to have a blue glow and indigo skin. Other features(such as a flaming body) will also be blue and they always have a blue glow in their eyes.
Adaptation: This template may also be applied to other creatures that give incarnum to mortals, such as magical beasts, dragons, fey and aberrations(in which case they would have access only to the totemist soulmelds, or aberrant soulmelds in case of aberrations or draconic in case of dragons). Other creatures may also have access to this template that aren't actually outsiders but follow the same basic theme as outsiders, such as Inevitables.
Creating an Incarnate Outsider
"Incarnate Outisder" is an acquired template that can be added to any outsider with the extraplanar subtype and at least one alignment componant subtype(refered to hereafter as the base creature) and an Int score of at least 3.
An Incarnate outsider has all the base creature's statistic and special abilities except as noted here.
Size and Type
Incarnate outsiders size and type do not change, but they do gain the incarnum subtype.
Armor Class
Incarnate outsiders gain a +2 bonus to their existing natural armor, and a natural +2 Deflection bonus to their armor class.
Special Attacks
Incarnum weapons (Su): Incarnate outsiders can attune their weapons(natural or otherwise) to the power of their souls to improve them. At the beginning of each day an incarnate outsider may invest a number of points of essentia into their weapons(max 5 each) and the weapon gains an enhancement bonus equal to the invested essentia. An incarnate outsider's natural weapons are always considered magic for the purposes of overcoming damage reduction.
Soulmelds: Incarnate outsiders have a strong attachment to incarnum, magic of the soul. Thus as all their time attached to meldshapers, they gain their own set of soulmelds and essentia pool. They have an essentia pool, number of soulmelds and chakra binds as an incarnate of their HD. They have access to soulmelds on both the Incarnate and Soulborn soulmeld lists. Incarnate outsiders often share at least a few soulmelds with their personal meldshaper.
Spell-Like Abilities: Incarnate outsiders may use the following spell-like abilities the indicated number of times per day. At will- detect incarnum; 3/day- soul blight, soul boon, arc of incarnum; 1/day- wall of incarnum. These spell-like abilities are Cha based and hav a caster level equal to the outsider's Hit Dice.
Special Qualities
Incarnum Armor (Su): Incarnate outsiders can attune their natural armor to the power of their souls to improve it. At the beginning of each day an incarnate outsider may invest a number of points of essentia into their natural armor(max 5) and their natural armor gains an enhancement bonus equal to the invested essentia. They also gain DR 2 per point of invested essentia in their natural armor which can only be overcome by magic weapons.
Incarnum Resistance: Incarnate outsiders gain a +2 bonus on all saving throws against incarnum based attacks.
Immunities: Incarnate outsiders are immune to scrying effects with one variation. Any scrying attempt made on an Incarnate outsider instead shows all the information on the meldshaper they gave the power of incarnum to. So if someone should scry on the meldshaper and then the incarnate outsider they would recieve the same information on the meldshaper twice.
Abilities
Increase from the base creature as follows: Con +4, Wis +4.
Skills
Incarnate outsiders have a +8 racial bonus to Spellcraft checks when identifying soulmelds or anything based on incarnum.
Feats
If the base creature was capable of casting spells, they gain the Incarnum Spellshaping feat as a bonus feat. If they gain the ability to cast spells at any point they gain it as a bonus feat. Incarnate outsiders may also switch out any of their feats gained through HD for Incarnum feats upon manifestation as solid creatures. These feats are chosen when the template is applied and cannot be changed out for another feat.
Organization
Solitary or with their personal meldshaper.
Challenge Rating
Same as base creature +3
Treasure
Half standard(due to the time spent as nothingness).
Alignment
As base creature.
Level Adjustment
+5
--
I'll make a sample creature sometime in the near future. I hope at least... School starts monday... Luckily though I have no classes wednesdays.
Incarncate Outsider Template
http://i7.photobucket.com/albums/y265/Nny2/BowserSuccubus.jpg
An evil incarnate and his incarnate succubus companion
Art by Jonathan Bowser
In the World, the prime force of Incarnum is the remaining essence of outsiders that have permenantly died. The essence wanders the planes without rest or thought, and are drawn to prime examples of their alignment. When they find them a spark of sentience grows that was once the outsider. When this happens they show this mortal the power of Incarnum. These mortals are Incarnates and Soulborns.
When these mortal meldshapers gain power over incarnum, so does their outsider gain power and sentience. After a long while this outsider may separate themselves from their hosts soul and become symbiots without the need to attachment. These two beings continue to be dependant on eachother so long as they both live and may be so even across different planes and dimensions.
Incarnate outsiders tend to have a blue glow and indigo skin. Other features(such as a flaming body) will also be blue and they always have a blue glow in their eyes.
Adaptation: This template may also be applied to other creatures that give incarnum to mortals, such as magical beasts, dragons, fey and aberrations(in which case they would have access only to the totemist soulmelds, or aberrant soulmelds in case of aberrations or draconic in case of dragons). Other creatures may also have access to this template that aren't actually outsiders but follow the same basic theme as outsiders, such as Inevitables.
Creating an Incarnate Outsider
"Incarnate Outisder" is an acquired template that can be added to any outsider with the extraplanar subtype and at least one alignment componant subtype(refered to hereafter as the base creature) and an Int score of at least 3.
An Incarnate outsider has all the base creature's statistic and special abilities except as noted here.
Size and Type
Incarnate outsiders size and type do not change, but they do gain the incarnum subtype.
Armor Class
Incarnate outsiders gain a +2 bonus to their existing natural armor, and a natural +2 Deflection bonus to their armor class.
Special Attacks
Incarnum weapons (Su): Incarnate outsiders can attune their weapons(natural or otherwise) to the power of their souls to improve them. At the beginning of each day an incarnate outsider may invest a number of points of essentia into their weapons(max 5 each) and the weapon gains an enhancement bonus equal to the invested essentia. An incarnate outsider's natural weapons are always considered magic for the purposes of overcoming damage reduction.
Soulmelds: Incarnate outsiders have a strong attachment to incarnum, magic of the soul. Thus as all their time attached to meldshapers, they gain their own set of soulmelds and essentia pool. They have an essentia pool, number of soulmelds and chakra binds as an incarnate of their HD. They have access to soulmelds on both the Incarnate and Soulborn soulmeld lists. Incarnate outsiders often share at least a few soulmelds with their personal meldshaper.
Spell-Like Abilities: Incarnate outsiders may use the following spell-like abilities the indicated number of times per day. At will- detect incarnum; 3/day- soul blight, soul boon, arc of incarnum; 1/day- wall of incarnum. These spell-like abilities are Cha based and hav a caster level equal to the outsider's Hit Dice.
Special Qualities
Incarnum Armor (Su): Incarnate outsiders can attune their natural armor to the power of their souls to improve it. At the beginning of each day an incarnate outsider may invest a number of points of essentia into their natural armor(max 5) and their natural armor gains an enhancement bonus equal to the invested essentia. They also gain DR 2 per point of invested essentia in their natural armor which can only be overcome by magic weapons.
Incarnum Resistance: Incarnate outsiders gain a +2 bonus on all saving throws against incarnum based attacks.
Immunities: Incarnate outsiders are immune to scrying effects with one variation. Any scrying attempt made on an Incarnate outsider instead shows all the information on the meldshaper they gave the power of incarnum to. So if someone should scry on the meldshaper and then the incarnate outsider they would recieve the same information on the meldshaper twice.
Abilities
Increase from the base creature as follows: Con +4, Wis +4.
Skills
Incarnate outsiders have a +8 racial bonus to Spellcraft checks when identifying soulmelds or anything based on incarnum.
Feats
If the base creature was capable of casting spells, they gain the Incarnum Spellshaping feat as a bonus feat. If they gain the ability to cast spells at any point they gain it as a bonus feat. Incarnate outsiders may also switch out any of their feats gained through HD for Incarnum feats upon manifestation as solid creatures. These feats are chosen when the template is applied and cannot be changed out for another feat.
Organization
Solitary or with their personal meldshaper.
Challenge Rating
Same as base creature +3
Treasure
Half standard(due to the time spent as nothingness).
Alignment
As base creature.
Level Adjustment
+5
--
I'll make a sample creature sometime in the near future. I hope at least... School starts monday... Luckily though I have no classes wednesdays.