Magic of Incarnum - 3.5e

Page 136

PRESTIGE CLASSES

CHAPTER 6

Feats Bonus Essentia, Necrocarnum Acolyte, Great Fortitude, Iron Will, Weapon Focus (heavy mace) Skills Bluff –1 (+3 to feint in combat), Concentration +17, Knowledge (arcana) +14, Knowledge (religion) +14, Sleight of Hand +4, Spellcraft +16 Possessions combat gear plus +3 leather armor, +1 unholy heavy mace, ring of protection +2, amulet of health +2, cloak of resistance +3, jade bracelet (1,500 gp), 235 pp. Hook “Your soul is but one of the possessions I will take from you.”

SAPPHIRE HIERARCH

“All is One—this single, unavoidable law governs the whole of the cosmos. The myriad forms of flesh, the countless wonders of magic, the universal soul, matter and energy—all these concepts are merely derivations of this single, universal principle. By suppressing the empty resistance of chaos, we hasten the day when all returns to the One, and by banishing the taint of chaos from our flesh and embracing the law that unites body, mind, and soul, we perfect the universe.” —Raezid, Supreme Hierarch of the Sapphire Eidolon

Special Actions incarnum radiance 1/day (+4 on melee damage, duration 7 rounds); share incarnum radiance (allies within 30 ft. share benefit) Combat Gear potion of cure serious wounds, potion of fly, potion of invisibility Essentia Pool 9 (11 with harvested soul); Capacity 2 (3 for soulmelds); Chakra Binds 2; Soulmelds 5 Soulmelds and Essentia Investment (CL 10th): Necrocarnum circlet 1 (blindsight range 30 ft. against undead; undead within 30 ft. gain +1 turn resistance, or +2 if animated by Igalla; can animate necrocarnum zombie up to 10 HD) Necrocarnum shroud (+1 bonus on attack and damage rolls for 1 round after creature within 5 ft. takes damage) Necrocarnum touch 3 (+4 on Slight of Hand and on Bluff checks to feint in combat; melee or ranged touch attack deals 3d8 damage to living target, Fort DC 18 half; bound to arms chakra) Necrocarnum vestments 2 (+6 bonus hp) Necrocarnum weapon 3 (weapon treated as evil; +3 bonus on damage and rolls to confirm critical threats against living; critical hit against living creature grants 3 bonus essentia for 1 minute; bound to hands chakra) Spell-Like Abilities (CL 6th): At will—detect good Abilities Str 14, Dex 10, Con 18, Int 12, Wis 14, Cha 8 SQ faint aura of evil, chakra binds (crown, feet, hands, arms, brow, shoulders), harvest soul, necrocarnum soulshield 1/day, rapid meldshaping 1/day

136

In the monster-haunted wasteland of the Sulhaut Mountains, an ancient temple of weathered gray stone crowns the barren, black rock of an icy mountaintop. Within this structure stands an incredible sphere of blue, crystallized incarnum that measures a full 30 feet in diameter. Illumined from depths that no being has ever plumbed, it has a life of its own and an intelligence almost alien in its purity. This sphere is the Sapphire Eidolon, an emblem of perfect universal law that is said to be older than the cosmos. No being manifested this sphere—in fact, no being could manifest it—and yet it exists. According to legend, it fell to the ground from the stars and took up its position on the mountaintop under its own power. The ancient temple that houses the Sapphire Eidolon is also home to an order of fervent priests of law whose ranks include clerics, incarnates, monks, and fighters. Known as sapphire hierarchs, the elite members of this order defend the temple, contemplate the mysteries of the Sapphire Eidolon, and seek to fulfi ll its single command by perfecting themselves and bringing order out of chaos wherever they find it. They are zealous crusaders against supernatural chaos who battle with single-minded determination against such creatures as demons, slaadi, and the servants of chaotic deities.

BECOMING A SAPPHIRE HIERARCH In pursuit of the truth that is pure order, sapphire hierarchs combine the use of divine spells with the shaping of incarnum. The easiest way to become a sapphire hierarch is to take levels in both cleric and incarnate. A character can also gain access to this prestige class by taking levels in soulborn rather than incarnate, or by taking feats that enable her to meet the meldshaping and essentia pool requirements, but these options are less than optimal. Since the chief strength of the sapphire hierarch is the combination of a full divine spellcasting progression


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Appendix: The Essentia Tracker

6min
pages 214-216

Appendix: Epic-Level Meldshapers

8min
pages 212-213

The Last Mishtai

5min
page 202

The Secret Keepers

4min
page 201

The Pentifex Order

13min
pages 209-211

The Bastion of Souls

5min
pages 207-208

Opening the Wellspring

5min
page 200

Soulspark

7min
pages 197-198

Skarn

10min
pages 191-193

Soulfused Construct

8min
pages 195-196

Midnight Construct

6min
pages 184-185

Incarnum Wraith

3min
page 180

Necrocarnum Zombie

10min
pages 186-188

Rilkan

7min
pages 189-190

Lost

10min
pages 181-183

Incarnum Golem

2min
page 179

Duskling

9min
pages 175-177

Giant, Totem

3min
page 178

Azurin

8min
pages 170-171

Location: The Mishtoran in Nor

3min
page 152

Witchborn Binder

31min
pages 162-168

Umbral Disciple

19min
pages 158-161

Totem Rager

21min
pages 153-157

Soulcaster

22min
pages 142-146

Sapphire Hierarch

25min
pages 136-141

Necrocarnate

18min
pages 132-135

Ironsoul Forgemaster

27min
pages 126-131

Incarnum Blade

23min
pages 121-125

Soulbound Armor or Shield

3min
page 110

Essentia Jewel

2min
page 113

Soulbound Weapon

3min
page 111

Landshark Boots

2min
page 75

Incarnate Weapon

2min
page 72

Enigma Helm

2min
page 65

Airstep Sandals

3min
page 55

Ankheg Breastplate

2min
page 56

Putting It All Together

2min
page 51

Racial Substitution Levels

32min
pages 41-48

Feats

28min
pages 34-40

Incarnate

23min
pages 20-24

Introduction

12min
pages 4-6

Totemist

18min
pages 29-32

Rilkans

11min
pages 12-14

Dusklings

7min
pages 10-11

Soulborn

17min
pages 25-28

Skarns

13min
pages 15-17

Chapter 2: Classes

1min
page 19
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