E.10 Incarnation

An incarnation is a physical embodiment of an element or form of energy, like an elemental. Unlike elementals, incarnations are alive and have souls. Most incarnations are created on the plane associated with their element or energy and never leave that plane. However, in rare circumstances involving powerful magic, incarnations can sometimes be created in other planes.

Creature Type: Unlike most other playable species, incarnations are planeforged instead of humanoids.

Size: Medium.

Attributes: One attribute gains a +1 bonus and another takes a -1 penalty, depending on the chosen element or energy.

Special Abilities:

Automatic Languages: Common.

Incarnations can come in two forms: tethered or untethered. Tethered incarnations are bipedal, with two legs and two arms. They have the same basic body shape and functionality as a human, though they may have unusual proportions.

Untethered incarnations have no arms or legs. They may appear as a perfect sphere, as intricate shifting arcane glyphs, or any other appearance depending on their nature. The appearance of any individual untethered incarnation is consistent. They are not shapeshifters or masters of disguise, simply unbound by ordinary conceptions of a “normal” body shape. An untethered incarnation has the following special abilities:

E.10.1 Incarnation Archetype

Rank 1 – Essence Spike

Essence Spike

Usage time: Standard action.

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Make an attack against all enemies within a Small (15 ft.) radius from you. The defense against this attack depends on your essence infusion.

Hit: Each target takes 1d6 damage +1 per 2 power.

Miss: Half damage.

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Rank 2: The damage increases to 1d6 damage +1 per power.

Rank 3: The damage increases to 1d8 damage +1 per power.

Rank 4: The damage increases to 1d6 per 2 power.

Rank 5: The damage increases to 1d6 damage plus 1d6 per 2 power.

Rank 6: The damage increases to 1d8 damage plus 1d8 per 2 power.

Rank 7: The damage increases to 1d10 damage plus 1d10 per 2 power.

Rank 2 – Essence Flare

Whenever you use the total defense or recover abilities, you briefly become impervious (+4 defenses) to damaging attacks. This effect has the Swift tag, so it affects attacks against you during the current phase.

Rank 3 – Deep Tether

You gain a special ability depending on whether you are tethered or untethered.

Rank 4 – Essence Exemplar

The bonus to an attribute that you gain from being an incarnate increases to +2.

Rank 5 – Essence Infusion+

You become immune instead of impervious to attacks with the tag from your essence infusion ability. In addition, you gain a +1 accuracy bonus with all abilities which have that tag.

Rank 6 – Deep Tether+

You gain a special ability depending on whether you are tethered or untethered.

Rank 7 – Essence Incarnate

Essence Incarnate

Swift

Usage time: Minor action.

Cost: One fatigue level.

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You gain a benefit depending on whether you are tethered or untethered:

E.10.2 Base Class Effects

If you choose incarnation as your base class, you gain the following benefits.

Attributes

If you are tethered, you gain a +1 bonus to your Constitution, and a +1 bonus to either your Strength or Dexterity. If you are untethered, you gain a +1 bonus to your Willpower, and a +1 bonus to either your Intelligence or Perception.

Hit Points

You have 8 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.

Resources

You learn three trained skills from among your class skills (see Skills). You also gain two additional attunement points.

Weapon Proficiencies

You are proficient with simple weapons.

Armor Proficiencies

You are proficient with light armor. If you are untethered, you need barding instead of regular armor (see Barding).

Skills

If you are tethered, you have the following class skills:

If you are untethered, you have the following class skills: