Magic of Incarnum - 3.5e

Page 189

Challenge Rating (Large or Smaller) 1/4 1/2 1 2 3 4 5 6 7 8

Modifiers +4 HD Each size category larger than Large

+1 +1

Treasure: None. Alignment: Always neutral evil. Advancement: As base creature, or — if the base creature advances by character class. Level Adjustment: —.

RILKAN

COMBAT Whatever the rilkan does on the battlefield, she does with style and panache. Rilkan combat tactics are as varied as individual rilkans, but they enjoy taking risks that carry a reasonable probability of success.

SAMPLE RILKAN WARRIOR

MONSTERS

Hit Dice 1/2 1 2 3 4 5–7 8–10 11–14 15–18 19–22

Like the skarns (see page 15), the rilkans are descended from the enigmatic race known as the mishtai. Though the rilkans bear an ancient grudge toward their sister race, they get along quite well with members of most other humanoid races. Rilkans speak Common, but many know additional languages as well. They enjoy learning new tongues, not only to better communicate with other races, but also purely for the pleasure of learning.

CHAPTER 7

Saves: The necrocarnum zombie’s base save bonuses are as follows: Fort + 1/3 HD, Ref +1/2 HD +2, and Will +1/3 HD. Abilities: Increase from the base creature as follows: Str +4, Dex +4. A necrocarnum zombie has no Constitution score, its Wisdom score changes to 10, and its Charisma score changes to 1. Skills: A necrocarnum zombie loses any skill points derived from class levels. If this process leaves it with no skill points, it gains skill points equal to (2 + Int modifier) × 4. Hide, Listen, Move Silently, and Spot are treated as class skills for the necrocarnum zombie. It loses any racial skill bonuses the base creature had (including a human’s extra skill points) and gains a +4 racial bonus on Hide and Move Silently checks. Feats: A necrocarnum zombie loses any feats derived from class levels and any racial bonus feats the base creature had (including the extra feat a human gains). It gains Toughness as a bonus feat. Environment: Any. Organization: Any. Challenge Rating: A necrocarnum zombie’s challenge rating depends on its Hit Dice, according to the following table.

Rilkan, 1st-Level Warrior Medium Humanoid (Reptilian) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) AC: 16 (+1 Dex, +4 chain shirt, +1 buckler), touch 11, flatfooted 15 Base Attack/Grapple: +1/+1 Attack: Masterwork rapier +2 melee (1d6/18–20) or light crossbow +2 ranged (1d8/19–20) Full Attack: Masterwork rapier +2 melee (1d6/18–20) or light crossbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Racial aid, racial knowledge Saves: Fort +3, Ref +1, Will –1 Abilities: Str 10, Dex 13, Con 13, Int 9, Wis 8, Cha 10 Skills: Bluff +2, Diplomacy +2, Jump +1, Knowledge (all) +0 Feats: Weapon Finesse Environment: Any Organization: Solitary, pair, gang (3–6 plus 1 3rd-level rogue), or company (5–12 plus two 3rd-level rogues plus one 4th-level incarnate) Challenge Rating: 1/2 Treasure: See possessions Alignment: Chaotic good Advancement: By character class Level Adjustment: +0 A lithe humanoid gazes inquisitively at her opponents, a smile half-formed on her face. A bright band of pebbly scales on her neck betrays her nonhuman nature.

Rilkans are gregarious, rakish daredevils who revere trade and the garnering of knowledge. A rilkan warrior is trained for battle, but she has many other The average rilkan stands about as tall as a human and interests as well. She keeps a sharp eye on her surroundings weighs about 160 pounds. She wears beautiful, fi nely made to avoid unpleasant surprises. garments that harmonize with her colorful neck and forearm scales, which can range from turquoise to sapphire Combat to ruby. A rilkan warrior is open to talking out differences as often Because rilkans love trade and new experiences, they as she is to fighting. When battle begins, she tends to leap venerate merchants and tale-tellers. They are also calculated into combat with spirit and aplomb. risk-takers, so they hold their heroes in high regard. Their Racial Aid: Any time this rilkan warrior succeeds in using settlements are typically ruled by trading costers and the aid another action to assist another rilkan, she adds +3 to similar organizations. her ally’s roll rather than +2.

189


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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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