Magic of Incarnum - 3.5e

Page 34

CHARACTER OPTIONS

CHAPTER 3

Table 3–2: Skills Skill Incarn. Soul. Totem. Untr. Key Ability Appraise cc cc cc Yes Int Balance cc cc cc Yes Dex 2 Bluff cc cc4 cc Yes Cha Climb cc C cc Yes Str2 Concentration1 C C C Yes Con Craft C C C Yes Int Decipher Script cc cc cc No Int Diplomacy cc cc4 cc Yes Cha Disable Device cc cc cc No Int Disguise cc cc cc Yes Cha Escape Artist cc cc cc Yes Dex 2 Forgery cc cc cc Yes Int Gather Information cc cc4 cc Yes Cha Handle Animal cc C C No Cha Heal cc C cc Yes Wis Hide cc cc cc Yes Dex 2 Intimidate cc cc4 cc Yes Cha Jump cc C cc Yes Str2 Know. (arcana)1 C C C No Int Know. (architecture) cc cc cc No Int Know. (dungeoneering) cc cc cc No Int Know. (geography) cc cc cc No Int Know. (history) cc cc cc No Int Know. (local) cc cc cc No Int Know. (nature) cc cc C No Int Know. (nobility) cc cc cc No Int Know. (the planes)1 C C C No Int Know. (religion) C cc cc No Int Listen cc cc C Yes Wis Move Silently cc cc cc Yes Dex 2 Open Lock cc cc cc No Dex Perform cc cc cc Yes Cha Profession C C C No Wis Ride cc C C Yes Dex Search cc cc cc Yes Int Sense Motive cc cc cc Yes Wis Sleight of Hand cc cc cc No Dex2 Speak Language cc cc cc No None Spellcraft1 C C C No Int Spot cc cc C Yes Wis Survival cc cc C Yes Wis Swim cc C C Yes Str3 Tumble cc cc cc No Dex 2 Use Magic Device cc cc cc No Cha Use Rope cc cc cc Yes Dex 1 Skill discussed in this chapter (all other skills are described in the Player’s Handbook). 2 Armor check penalty applies to checks. 3 Double the normal armor check penalty applies to checks. 4 Skill is a class skill for some soulborns, depending on alignment.

(the planes). Both skills cover this field of study, and thus are equally capable of answering questions regarding the mysteries of incarnum.

SPELLCRAFT (INT; TRAINED ONLY) You can use this skill to identify soulmelds. Spellcraft DC 20

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Task Identify a shaped soulmeld. (You must be able to see the character wearing the soulmeld to be identified.) No action required. No retry.

FEATS

Feats in this chapter fall into five categories: general feats, divine feats, incarnum feats, monstrous feats, and psionic feats. In addition, epic feats appear in the Appendix. General feats appear in the Player’s Handbook and follow the general rules for feats in that book. Divine feats, as discussed in Complete Divine, require an expenditure of a character’s ability to turn undead to activate the feat. Monstrous feats require a creature to have a monstrous form or special abilities. Psionic feats are only available to creatures with the ability to manifest psionic powers. Incarnum feats are a new category introduced in this book.

INCARNUM FEATS Incarnum feats are similar to soulmelds in that they allow you to invest essentia into them, increasing their power. Unlike most other incarnum-based abilities, a character can invest essentia into each incarnum feat only once per day. Once invested, the essentia is unavailable for other purposes until 24 hours have passed. However large your essentia pool is, you can only invest a certain amount of essentia into any one soulmeld, feat, class feature, magic item, or other incarnum receptacle. Your character level determines this essentia capacity, as shown on Table 2–1. Incarnum feats display visual manifestations of their effect, such as a faint radiance or glow. Unless noted otherwise, these effects do not provide any actual illumination and do not affect a character’s ability to hide (nor do they give away an invisible character’s location).

AZURE ENMITY [INCARNUM] You can channel incarnum to enhance your ability to deal damage to your favored enemies. Whenever you strike a favored enemy while essentia is invested in this feat, a gleam of faint blue radiance shines forth from your eyes. Prerequisites: Con 13, favored enemy class feature. Benefit: Once per day, you can invest essentia into this feat. You gain an insight bonus equal to the invested essentia on Bluff, Listen, Sense Motive, Spot, and Survival checks made against all of your favored enemies. You also gain an insight bonus equal to the invested essentia on weapon damage rolls against such creatures. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

AZURE TALENT [INCARNUM, PSIONIC] The soul energy of incarnum increases your mental capacity. Prerequisites: Con 13, a power point reserve. Benefit: Once per day, you can invest essentia into this feat. You gain bonus power points equal to twice the invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a soulmeld to your crown chakra (even if you don’t have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essentia is invested in this feat. You gain 1 point of essentia.


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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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