INCARNUM CAMPAIGNS
CHAPTER 8
is a particularly devout Dolmen Novice keen on slaying a lost that he has been tracking for a week. He initially suspects the PCs. In fact, in the darkness and his zeal, he probably ambushes the adventuring party without bothering to make certain that they are the lost he hunts. If a PC makes a DC 15 Knowledge (religion) or DC 15 Knowledge (history) check, she can recognize the phoenix over a dolmen circle emblazoned on Gilles’s shield as the symbol of the Pentifex Order. Subsequently, a DC 10 Diplomacy check convinces Gilles to call off his attack. At that point, the lost that Gilles has been tracking descends upon the weakened party and Gilles, forcing them to fight back-to-back for survival (use Dolcianne, the lost nymph barbarian presented on page 182, for the second part of this encounter).
Gilles Veprain
CR 6
Male human incarnate 6 LN Medium humanoid (incarnum) Init +5; Senses Listen +1, Spot +1 Languages Common AC 21, touch 12, flat-footed 20; Dodge, Mobility hp 35 (6 HD); DR 3/chaos Fort +7, Ref +3, Will +7 (+9 against charm/compulsion) Speed 20 ft. (4 squares) or fly 20 ft. (perfect) Melee +3 good-aligned longsword +7 (1d8+4/19–20) or Ranged javelin +4 (1d6+1) Base Atk +3; Grp +4 Special Actions incarnum radiance 1/day (+2 to melee attack rolls, duration 5 rounds) Combat Gear 2 potions of cure moderate wounds Essentia Pool 8; Capacity 2 (3 for soulmelds); Chakra Binds 2; Soulmelds 4 Soulmelds and Essentia Investment (CL 6th): Adamant pauldrons 3 (25% chance to negate critical hits and sneak attacks; DR 3/chaos) Airstep sandals 1 (fly 20 ft., perfect; bound to feet chakra) Crystal helm 1 (+2 resistance bonus on Will saves against charm and compulsion effects; +1 deflection bonus to AC; melee attacks have force descriptor; bound to crown chakra) Incarnate weapon 3 (creates +3 lawful longsword) Spell-Like Abilities (CL 6th): At will—detect chaos Abilities Str 12, Dex 13, Con 15, Int 8, Wis 15, Cha 10 SQ chakra binds (crown, feet, hands), moderate lawful aura, rapid meldshaping 1/day Feats Bonus Essentia, Dodge, Improved Initiative, Mobility Skills Jump –9, Knowledge (religion) +8 Possessions combat gear plus 2 javelins, pentifex +1 breastplate, pentifex +1 heavy shield, backpack, 1 week’s rations, full wine skin, 11 gp, 19 sp, 1 tourmaline earring with a wagon intaglio (182 gp)
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Appendix: Epic-Level Meldshapers Regardless of the method used to attain 21st level, once a character reaches that point, he or she is considered an epic character. Epic characters—those whose character level is 21st or higher—are handled slightly differently from non-epic characters. While they continue to gain most of the customary benefits of gaining levels, some benefits are replaced by alternative gains. Despite the twenty-level limit indicated in the class tables earlier in this chapter, you can advance a melding class beyond 20th level (see Epic Characters, page 208 of the Dungeon Master’s Guide). You can also advance the level of a ten-level prestige class beyond 10th level, but only if the character level of the advancing character is already 20th or higher. You cannot advance the level of a class with fewer than ten levels beyond the maximum level described for that class, regardless of the character level of the advancing character. Rules for figuring the epic save bonus, epic attack bonus, experience points, class skill max ranks, cross-class skill max ranks, and ability increases for epic-level characters are covered on page 206 of the Dungeon Master’s Guide. The Dungeon Master’s Guide also presents the basic epic class features that any class gains upon advancing to 21st level and above, regardless of whether that class uses incarnum.
EPIC ESSENTIA CAPACITY Essentia capacity—the maximum quantity of essentia you can invest in a soulmeld, incarnum feat, or other ability that allows essentia investment—continues to improve as your character level increases, though at a slower rate than it did at nonepic levels. Consult the Epic Essentia Capacity table to determine your capacity. Epic Essentia Capacity Character Essentia Level Capacity 21st–30th 4 31st–40th 5 41st–50th 6 51st–60th 7 . . . and so on.
EPIC INCARNATE Standing as an exemplar of her principles, the epic incarnate wields moral or ethical forces as weapons in his struggle against those who oppose his alignment. Hit Die: d6. Skill Points at Each Additional Level: 2 + Int modifier. Incarnum Radiance: The epic incarnate can use this ability one additional time per day for every five levels he attains beyond 18th level (5/day at 23rd level, 6/day at 28th level, and so on.). The sacred bonus granted improves by 1 (for good or lawful incarnates), by 2 (for evil incarnates), or +10 feet (for chaotic incarnates) for every five levels above 20th.