incarnate class 3.5ed

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Incarnate The Incarnate is a channel for divine energy that is more direct than that of a Cleric. For an Incarnate, the power of the gods is in his very blood. Incarnates are possessed of magic is a fashion similar to the Sorcerer, but rather than draconic or less savory ancestry, an Incarnate is usually of a celestial bloodline. HD: d6 Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Sense Motive (Wis) Skill Points (2+Int)x4 at first level and (2+Int) at each additional level. Weapon and Armor Proficiencies: Incarnates are proficient with all Simple Weapons, but not with any armor or shields. Although Incarnates are not affected by arcane spell failure they are not trained in armor use the way clerics are. Table 1:1 – The Incarnate Leve l Base Attack Fort Ref Will Special 1 0 0 0 2 Divine Aura, Bonus Feat 2 1 0 0 3 3 1 1 1 3 Damage Reduction 1/evil 4 2 1 1 4 5 2 1 1 4 Bonus Feat 6 3 2 2 5 7 3 2 2 5 Damage Reduction 2/evil 8 4 2 2 6 9 4 3 3 6 10 5 3 3 7 Energy Resistance 5, Bonus Feat 11 5 3 3 7 Damage Reduction 3/evil 12 6/1 4 4 8 13 6/1 4 4 8 14 7/2 4 4 9 15 7/2 5 5 9 Damage Reduction 4/evil, Bonus Feat 16 8/3 5 5 10

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Just an expansion class for 3.5 edition games. DND is copyright to Wizards of the Coast.

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Page 1: Incarnate Class 3.5ed

Incarnate

The Incarnate is a channel for divine energy that is more direct than that of a Cleric. For an Incarnate, the power of the gods is in his very blood. Incarnates are possessed of magic is a fashion similar to the Sorcerer, but rather than draconic or less savory ancestry, an Incarnate is usually of a celestial bloodline.

HD: d6

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Sense Motive (Wis)

Skill Points (2+Int)x4 at first level and (2+Int) at each additional level.

Weapon and Armor Proficiencies: Incarnates are proficient with all Simple Weapons, but not with any armor or shields. Although Incarnates are not affected by arcane spell failure they are not trained in armor use the way clerics are.

Table 1:1 – The IncarnateLevel Base Attack Fort Ref Will Special1 0 0 0 2 Divine Aura, Bonus Feat2 1 0 0 33 1 1 1 3 Damage Reduction 1/evil4 2 1 1 45 2 1 1 4 Bonus Feat6 3 2 2 57 3 2 2 5 Damage Reduction 2/evil8 4 2 2 69 4 3 3 610 5 3 3 7 Energy Resistance 5, Bonus Feat11 5 3 3 7 Damage Reduction 3/evil12 6/1 4 4 813 6/1 4 4 814 7/2 4 4 915 7/2 5 5 9 Damage Reduction 4/evil, Bonus Feat16 8/3 5 5 1017 8/3 5 5 1018 9/4 6 6 1119 9/4 6 6 11 Damage Reduction 5/evil20 10/5 6 6 12 Energy Resistance 10, Bonus Feat

Spells: An Incarnate casts divine spells (the same type of spells available to clerics and paladins), which are drawn primarily from the Incarnate spell list (see below). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

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To learn or cast a spell, an Incarnate must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an Incarnate’s spell is 10 + the spell level + the Incarnate’s Wisdom modifier.

Like other spellcasters, an Incarnate can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-3 Incarnate Spells. In addition, he receives bonus spells per day if he has a high Wisdom score (see the Table 1-1: Ability Modifiers and Bonus Spells, PHB 8).

An Incarnate’s selection of spells is extremely limited. An Incarnate begins play knowing four 0-level spells (also called orisons) and two 1st-level spells of your choice. At each new Incarnate level, he gains one or more new spells, as indicated on Table 1-2: Incarnate Spells Known. (Unlike spells per day, the number of spells an Incarnate knows is not affected by his Wisdom score; the numbers on Table 1-2 are fixed.) These new spells can be common spells chosen from the Incarnate spell list (below) or they can be a spell drawn from the Cleric spell list which the Incarnate has gained through meditation and/or training from a Cleric. The Incarnate can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Incarnate level after that (6th, 8th, and so on), an Incarnate can choose to learn a new spell in place of one he already knows. In effect, the Incarnate “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Incarnate spell the Incarnate can cast. For instance, upon reaching 4th level, an Incarnate could trade in a single 0-level spell (two spell levels below the highest-level Incarnate spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st level spell (since he now can cast 3rd level Incarnate spells) for a different spell of the same level. An Incarnate may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a cleric or a wizard, an Incarnate need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. For example, at 1st level, the Incarnate can cast four 1st level spells per day – three for being 1st level plus one thanks to his Wisdom score of 15. However, he knows only two 1st level spells. Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he’ll cast.

Chaotic, Evil, Good, and Lawful Spells: An Incarnate can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). For example, a good Incarnate (or a neutral Incarnate of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Aura (Ex): An Incarnate of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a

Page 3: Incarnate Class 3.5ed

specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Bonus Feat: At 1st level and every 5th level after that (5th, 10th, etc.) an Incarnate gains an item creation feat or metamagic feat which applies to his divine spells.

Damage Reduction: At 3rd level and every 4th level after that (7th, 11th, etc.) an Incarnate gains 1 damage reduction/evil. (7th 2 DR/evil, 11th 3 DR/evil, etc)

Energy Resistance: At 10th level and higher, an Incarnate has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.

Table 1-2: Incarnate Spells Known

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Table 1-3: Incarnate Spells per Day

Incarnate Spell List:

Level 0: