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Soulborn

(Magic of Incarnum variant, p. 25)

As a soulborn, you use incarnum to enhance your natural combat ability.

Hit die

d10

Alignment

Lawful good, chaotic good, lawful evil, or chaotic evil

Starting gold

6d4 x 10

Skill points

2 + Int

Class Features

A lawful good soulborn adds Diplomacy to the soulborn class skills listed above. A chaotic good soulborn adds Gather Information to the list. A lawful evil soulborn adds Bluff to the list, and a chaotic evil soulborn adds Intimidate to the list.

Weapon and Armor Proficiency: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).

Aura (Ex): As a soulborn, you have a particularly powerful aura corresponding to your alignment (see the detect evil spell for details).

Smite Opposition (Su): Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per soulborn level. These bonuses apply only against creatures whose alignment opposes at least one component of yours—a lawful good soulborn smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good soulborn smites lawful and evil foes. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day.

At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level.

Incarnum Defense (Su): Your incarnum-fused soul dramatically affects your body and mind. At 2nd level, this manifests as a visible change in your appearance, as well as a particular immunity. The appearance and effects of this fusion depend on your alignment:

Lawful Good: Your eyes become orbs of solid gold in color, with no visible pupil or iris. You gain immunity to fear.

Chaotic Good: Your irises turn emerald green. You gain immunity to paralysis.

Lawful Evil: Your pupils display an unholy red hue. You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).

Chaotic Evil: Your eyes become solid orbs of shadowy blackness, with no visible pupil or iris. You gain immunity to any penalty, damage, or drain to your Strength.

Bonus Feat: At 3rd, 7th, and 11th levels, you gain a bonus incarnum feat (see Chapter 3) for which you meet the prerequisites.

Meldshaping: Beginning at 4th level, a soulborn gains a limited ability to shape soulmelds, which are drawn from the soulborn soulmeld list (page 56). You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).

The Difficulty Class for a saving throw against a soulborn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to one-half your soulborn level.

A soulborn can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table 2—3: The Soulborn. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 4th level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds.

At 6th level, you gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table 2—3: The Soulborn. Your character level, as noted on Table 2—1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia, page 50).

A soulborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape her soulmelds for the day (see Shaping Soulmelds, page 49).

Essentia Capacity
Character Level Essentia Capacity
1st-5th 1
6th-11th 2
12th-17th 3
18th-20th 4

Aligned Soulmelds: You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a chaotic good soulborn, you cannot shape soulmelds with the lawful or evil descriptors.

Chakra Binds: Beginning at 8th level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table 2—3: The Soulborn). At 8th level, you can bind soulmelds to your crown, feet, or hands chakras. At 14th level, you can bind soulmelds to your arms, brow, and shoulders chakras. At 18th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your heart or soul chakras.

For more information on chakra binds, see page 51.

Share Incarnum Defense (Su): Starting at 9th level, once per day you can share your incarnum defense ability with a single ally, providing that character with the same immunity that you enjoy. This requires you to touch the ally to be affected (a standard action). No component of the ally's alignment may be opposed to yours; for example, a lawful good soulborn can affect creatures of lawful good, neutral good, lawful neutral, or neutral alignment, but cannot share the incarnum defense with a chaotic or evil ally. The effect lasts for a number of rounds equal to 3 + your Charisma modifier.

You can use this ability one additional time per day for every four levels gained above 9th (2/day at 13th level and 3/day at 17th). You can never use this ability on more than one ally at a time; sharing your incarnum defense with a second ally automatically ends the effect on the first.

Timeless Body (Ex): Upon attaining 19th level, the presence of incarnum within your body becomes so prevalent that your aging process changes dramatically. You no longer take penalties to your ability scores and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, penalties continue to apply, and you still die of old age when your time is up.

Ex-Soulborns

If you change alignment, you lose most of your class abilities unless your new alignment is compatible with the soulborn class. If it is not, you lose your aura, smite opposition, incarnum defense, and meldshaping abilities. You may not progress any further in levels as a soulborn. You regain all your abilities and advancement potential if you return to your previous alignment and receive an atonement spell. If your alignment shift still qualifies you for the class—a change from lawful evil to lawful good, for example—you retain your soulborn levels and your class features change to match your new alignment.

Advancement

—Meldshaping—
Level BAB Fort Ref Will Special Soulmelds Essentia Chakra Binds
1st +1 +2 +0 +0 Aura, smite opposition 1/day 0 0 0
2nd +2 +3 +0 +0 Incarnum defense 0 0 0
3rd +3 +3 +1 +1 Bonus feat 0 0 0
4th +4 +4 +1 +1 1 0 0
5th +5 +4 +1 +1 Smite opposition 2/day 1 0 0
6th +6/+1 +5 +2 +2 1 1 0
7th +7/+2 +5 +2 +2 Bonus feat 1 1 0
8th +8/+3 +6 +2 +2 Chakra binds (crown, feet, hands) 2 2 1
9th +9/+4 +6 +3 +3 Share incarnum defense 1/day 2 2 1
10th +10/+5 +7 +3 +3 Smite opposition 3/day 2 3 1
11th +11/+6/+1 +7 +3 +3 Bonus feat 2 3 1
12th +12/+7/+2 +8 +4 +4 3 4 1
13th +13/+8/+3 +8 +4 +4 Share incarnum defense 2/day 3 4 1
14th +14/+9/+4 +9 +4 +4 Chakra binds (arms, brow, shoulders) 3 5 2
15th +15/+10/+5 +9 +5 +5 Smite opposition 4/day 3 5 2
16th +16/+11/+6/+1 +10 +5 +5 4 6 2
17th +17/+12/+7/+2 +10 +5 +5 Share incarnum defense 3/day 4 7 2
18th +18/+13/+8/+3 +11 +6 +6 Chakra binds (throat, waist) 4 8 3
19th +19/+14/+9/+4 +11 +6 +6 Timeless body 4 9 3
20th +20/+15/+10/+5 +12 +6 +6 Smite opposition 5/day 5 10 3

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Craft INT no no
Handle Animal CHA yes no
Heal WIS no no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Ride DEX no no
Spellcraft INT yes no
Swim STR no yes

Spells for Soulborn

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