Incandescent Champion

(Magic of Incarnum variant, p. 115)

The incandescent champion seeks to dispense with barriers and obstacles both tangible and intangible so that she can touch the cosmic soul with her unveiled body, mind, and spirit.


Base Attack Bonus: +6

Alignment: Any good

Skills: Concentration 4 ranks

Essentia Pool: 1

Hit die


Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

Incandescent Strike (Su): You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage roll equal to the number of points of essentia invested in this ability.

Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell.

Fast Healing (Su): When you reach 2nd level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability. This fast healing is usable for a number of rounds per day equal to your incandescent champion level. For example, a 5th-level incandescent champion who invests 2 points of essentia in this ability gains fast healing 2 for a maximum of 5 rounds per day. Activating this ability requires no action, but investing essentia in it requires a swift action, as normal.

At 9th level, each ally who is adjacent to you when you activate the ability gains fast healing at the same rate and for the same duration as you do.

Unbearable Countenance (Su): When you attain 3rd level, inner power begins to shine forth from your face, giving you a radiant countenance that dismays your foes. With a glance, you can render a single foe within 30 feet shaken for 1 round (Will negates; save DC 10 + invested essentia + Cha modifier). Your glance becomes a mindaffecting fear effect, and using it requires a move action. Any foe that successfully saves against this effect is immune to your unbearable countenance for 1 hour thereafter. This ability is always active.

Incarnum Overload (Ex): At 4th level, you can temporarily boost the maximum essentia capacity of any soulmeld, incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability increases by an amount equal to your Charisma bonus (minimum +1). This ability is usable once per day as a free action.

At 7th level, you can use this ability twice per day; at 10th level, you can use it three times per day.

Incandescent Ray (Su): Beginning at 5th level, you can channel incarnum into a ray of pure, brilliant soul energy at will. Using this ability is a standard action; you must make a successful ranged touch attack to hit your target. The incandescent ray has a range of 60 feet and deals 1d8 points of damage per point of essentia invested in this ability.

Incandescent Aura (Su): Once you attain 8th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + invested essentia + Cha modifier). This ability is always active.

If you have essentia invested in your incandescent aura ability, you shine with a bright light equivalent to that produced by a daylight spell (caster level equals incandescent champion level).

Incandescent Transcendence: At 10th level, you forsake your mortal nature to fully embrace the power of your spirit. Your type changes to outsider, and you gain the native and good subtypes. Your natural weapons and any weapons you wield are treated as good-aligned for the purpose of overcoming damage reduction.

Furthermore, once per day as a standard action, you can transform your physical body into pure, luminous energy for a number of rounds equal to your Charisma modifier (minimum 1). Upon assuming this form, you become incorporeal and gain a fly speed of 60 feet (perfect maneuverability). You cannot make attacks, cast spells, or activate special abilities while in your energy form, though you can invest essentia as usual and your incandescent aura functions normally. Once you activate this ability, you cannot choose to end the effect prematurely.


Level BAB Fort Ref Will Special Essentia Pool
1st +0 +0 +0 +2 Incandescent strike 1
2nd +1 +0 +0 +3 Fast healing (self) 2
3rd +2 +1 +1 +3 Unbearable countenance 3
4th +3 +1 +1 +4 Incarnum overload 1/day 3
5th +3 +1 +1 +4 Incandescent ray 4
6th +4 +2 +2 +5 5
7th +5 +2 +2 +5 Incarnum overload 2/day 6
8th +6 +2 +2 +6 Incandescent aura 6
9th +6 +3 +3 +6 Fast healing (allies) 7
10th +7 +3 +3 +7 Incandescent transcendent, incarnum overload 3/day 8

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Heal WIS no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Ride DEX no no

Spells for Incandescent Champion

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