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Necrocarnate

(Magic of Incarnum variant, p. 132)

Dealers in death and torturers of souls, necrocarnates number among the most evil creatures in any world.

Requirements

Alignment: Any evil

Skills: Knowledge (arcana) 5 ranks , Knowledge (religion) 5 ranks , Spellcraft 10 ranks

Feats: Necrocarnum Acolyte

Meldshaping: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras.


Hit die

d6

Skill points

2 + Int

Class Features

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

Harvest Soul (Su): Unlike a traditional meldshaper who relies entirely on his own pool of soul energy to power his soulmelds, you tap the soul energy of others for your power. Beginning at 1st level, you can perform a short ritual to capture the soul energy of a newly dead corpse. This ritual requires 1 minute of uninterrupted concentration plus the corpse of a living creature that has been dead for no longer than 1 hour per necrocarnate level you possess. At the end of the ritual, you gain a number of essentia points equal to one-half your necrocarnate level (rounded up). This benefit lasts for 24 hours. No corpse can be used for this purpose more than once.

At 10th level, you can perform this ritual as a full-round action that provokes attacks of opportunity.

Improved Meldshaper Level: Each time you gain a level of necrocarnate, you also increase your meldshaper level as if you had gained a level in the meldshaping class to which you belonged prior to gaining the necrocarnate level. You do not, however, gain any other abilities of that class, such as additional melds, extra chakra binds, increased essentia, or new tiers of chakra binds.

Necrocarnum Soulshield (Su): Beginning at 2nd level, you can use the tortured souls that form necrocarnum soulmelds to help you avoid danger. By tapping into this soul energy, you gain a profane bonus on all saving throws. The value of this bonus equals the number of necrocarnum soulmelds that you currently have shaped. This ability is usable a number of times per day equal to one-half your necrocarnate level.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to additional chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your lesser chakras (arms, brow, and shoulders), in addition to any other chakras you have available. When you attain 8th level, your greater chakras (throat and waist) become available for chakra binds. At 11th level, you can bind soulmelds or magic items to your heart chakra, and at 13th level, you can bind them to your soul chakra.

Extra Chakra Bind: Upon attaining 4th level, you gain one additional chakra bind. At 8th level and again at 12th level, you gain one more extra chakra bind.

Extra Soulmelds: When you attain 4th level, the number of soulmelds that you can have shaped increases by one. You gain this benefit again at 7th, 10th, and 13th level.

Essentia Trap (Su): Starting at 5th level, you can capture some of the soul energy from a creature that has just died and use it to give yourself a short-term increase in power. To activate this ability, you must be within 100 feet of the creature, have line of sight to it, and take an immediate action no more than 1 round after its death. The essentia trap grants you a number of essentia points equal to one-half the creature's character level, which you can invest as part of the same action used to activate the ability. This ability is usable once per round, and the extra essentia lasts until the end of your next turn.

Necrocarnum Zombie Master (Ex): Beginning at 6th level, you take only half the normal damage (1/2 the zombie's HD, minimum 1) when using the necrocarnum circlet crown chakra bind (see page 78) to create a necrocarnum zombie.

At 13th level, you can have up to two necrocarnum zombies animated simultaneously; the maximum HD of each zombie equals your necrocarnate level. Furthermore, each zombie's essentia pool increases by an amount equal to the points of essentia invested in your necrocarnum circlet.

Expanded Necrocarnum Meld Capacity (Ex): When you attain 9th level, the essentia capacity of each necrocarnum meld you shape increases by 1. This increase stacks with the increase provided by the incarnate's expanded soulmeld capacity.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Harvest soul (1 minute), improved meldshaper level
2nd +1 +0 +0 +3 Necrocarnum soulshield
3rd +1 +1 +1 +3 Chakra binds (arms, brow, shoulders)
4th +2 +1 +1 +4 Extra chakra bind, extra soulmeld
5th +2 +1 +1 +4 Essentia trap
6th +3 +2 +2 +5 Necrocarnum zombie master (half damage)
7th +3 +2 +2 +5 Extra soulmeld
8th +4 +2 +2 +6 Chakra binds (throat, waist), extra chakra bind
9th +4 +3 +3 +6 Expanded necrocarnum meld capacity
10th +5 +3 +3 +7 Extra soulmeld, harvest soul (full-round action)
11th +5 +3 +3 +7 Chakra bind (heart)
12th +6 +4 +4 +8 Extra chakra bind
13th +6 +4 +4 +8 Chakra bind (soul), extra soulmeld, necrocarnum zombie master (2 zombies)

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT 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
Spellcraft INT yes no

Spells for Necrocarnate

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