D.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:
- Essence Infusion ✨: Each incarnation chooses one of the following tags as its essence infusion: Acid, Air, Auditory, Cold, Compulsion, Earth, Emotion, Electricity, Fire, Visual, or Water. All of the incarnation’s strikes gain that tag, and it is impervious (+4 defenses) to attacks with that tag.
 - Essence Vulnerability ✨: Each incarnation chooses a tag to be vulnerable (-4 defenses) to. It can choose any of the valid tags for an essence infusion, including the tag it chose as its essence infusion.
 - Glowing: If appropriate to an incarnation’s essence, it may naturally shed light as a torch. An incarnation cannot willingly disable this light, though the light can be covered by thick clothing.
 - Incarnation Archetype: Incarnations only gain two class archetypes instead of three. Instead, they treat the Incarnation archetype as one of their archetypes, and they gain ranks in it just like they gain ranks in class archetypes.
 - Poison Resistance: An incarnation is impervious (+4 defenses) to Poison attacks.
 - Unusual Body: An incarnation’s body can be unusually light or heavy compared to an ordinary creature’s body. It can be lightweight or heavyweight, depending on its essence.
 
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:
- Esoteric Body: The incarnation has no arms, legs, or free hands. This means it is unable to use manufactured weapons or somatic components. It can wear armor, but the armor is treated as barding instead of normal armor, reducing its effectiveness (see Barding). It has no walk speed. Since it has no legs, it is immune to being prone (half speed, -2 Armor and Ref), but it also cannot jump.
 - Flight ✨: The incarnation’s only movement mode is an average fly speed with a 5 foot height limit (see Aerial Movement). Since it is native to the air, flying does not penalize its Armor or Reflex defenses. It is also floating, so it does not need to fly every phase to avoid falling.
 - Ram: The incarnation gains a ram natural weapon. It deals 1d6 damage and has the Resonating weapon tag (see Weapon Tags).
 - Uniform Composition: The incarnation is immune to critical hits from strikes.
 
D.10.1 Incarnation Archetype
Rank 1 – Essence Spike ✨
|   Essence Spike ✨  | Standard action | 
Cost: You briefly cannot use this ability again.
Tags: The tag of your essence infusion.
_______________________________________________________________________________________________________
Make an attack against something within Medium (60 ft.) range. You use the higher of your magical power and your mundane power to determine your damage with this attack (see Power). The defense against this attack depends on your essence infusion.
- Armor defense: Water.
 - Brawn defense: Air, Earth.
 - Fortitude defense: Acid, Auditory, Cold.
 - Reflex defense: Electricity, Fire, Visual.
 - Mental defense: Compulsion, Emotion.
 
Hit: 1d10 damage + half power.
_______________________________________________________________________________________________________
Rank 2: The damage increases to 1d8 damage + power.
Rank 3: The damage increases to 1d6 damage per 2 power.
Rank 4: The damage increases to 1d6 damage plus 1d6 per 2 power.
Rank 5: The damage increases to 1d8 damage plus 1d8 per 2 power.
Rank 6: The damage increases to 1d10 damage plus 1d10 per 2 power.
Rank 7: The damage increases to 1d6 damage plus 1d6 per power.
Rank 2 – Essence Flare ✨
|   Essence Flare ✨  | Standard action | 
_______________________________________________________________________________________________________
You are briefly focused (roll attacks twice). At the end of the next round, if you hit with an attack that has your essence infusion tag during that round, you repeat the full effect of this ability. Otherwise, you are briefly maximized (deal max damage).
Rank 3 – Deep Tether
You gain a special ability depending on whether you are tethered or untethered.
- Tethered: Choose an Attune spell of rank 2 or lower from any mystic sphere. The spell must have your essence infusion tag, and it must not be a deep attunement. You gain the effect of that spell on you permanently. If the spell disables itself, you gain its benefit again after 10 minutes.
 - Untethered: The height limit of your fly speed increases to 10 feet. In addition, whenever you use the sprint ability, you can become intangible during that phase. This ability has the Swift tag, so it affects attacks against you during the current phase.
 
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 your essence infusion tag. 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.
- Tethered: You can choose up to two spells with a combined rank of 4 or less.
 - Untethered: The height limit of your fly speed increases to 20 feet. In addition, you gain a +1 bonus to your mundane power and magical power.
 
Rank 7 – Essence Incarnate ✨
|   Essence Incarnate ✨  | Standard action | 
Tags: Swift
Cost: One fatigue level, and you briefly cannot use this ability again.
_______________________________________________________________________________________________________
You gain a benefit depending on whether you are tethered or untethered:
- Tethered: You are briefly primed (always explode). Next round, if you hit with an attack that has your essence infusion tag, you are briefly primed again.
 - Untethered: You briefly become incorporeal. This makes you immune to mundane, Creation, and Manifestation abilities, among other effects (see here). If this effect ends while you are inside of a solid object, you are pushed back in the direction from which you entered that object until you emerge. You take 5d10 damage for every 5 feet that you are pushed in this way.
 
D.10.2 Base Class Effects
If you choose incarnation as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 |   Special  | 
| 1 | 1 | +0 | x1 |   —  | 
| 2 | 1 | +1 | x1 |   —  | 
| 3 | 1 | +2 | x1 |   +1 to two attributes  | 
| 4 | 2 | +2 | x2 |   HP: 2x durability  | 
| 5 | 2 | +3 | x2 |   —  | 
| 6 | 2 | +4 | x2 |   Legacy item: rank 3  | 
| 7 | 3 | +4 | x3 |   HP: 3x durability  | 
| 8 | 3 | +5 | x3 |   —  | 
| 9 | 3 | +6 | x3 |   +1 to two attributes  | 
| 10 | 4 | +6 | x4 |   HP: 4x durability  | 
| 11 | 4 | +7 | x4 |   —  | 
| 12 | 4 | +8 | x4 |   Legacy item: rank 5  | 
| 13 | 5 | +8 | x6 |   HP: 6x durability  | 
| 14 | 5 | +9 | x6 |   —  | 
| 15 | 5 | +10 | x6 |   +1 to two attributes  | 
| 16 | 6 | +10 | x8 |   HP: 8x durability  | 
| 17 | 6 | +11 | x8 |   —  | 
| 18 | 6 | +12 | x8 |   Legacy item: ranks 7  | 
| 19 | 7 | +12 | x10 |   HP: 10x durability  | 
| 20 | 7 | +13 | x10 |   —  | 
| 21 | 7 | +14 | x10 |   +1 to two attributes  | 
Defenses
You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses. In addition, you gain a +1 bonus to your vital rolls.
Resources
- Attunement points: 4 (see Attunement Points).
 - Fatigue tolerance: 2 + your Constitution (see Fatigue).
 - Insight points: 1 + your Intelligence (see Insight Points).
 - Trained skills: 4 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
 
Weapon Proficiencies
You are proficient with simple weapons.
Armor Proficiencies
You are proficient with light armor.
Starting Items and Equipment
You can start with the following items and equipment:
- Buff leather
 - A club or dagger
 - A buckler
 - A standard adventuring kit (see Standard Adventuring Kit).
 - A rank 0 wealth item (1 gp)
 
Class Skills
You have the following class skills:
-      
Strength: Climb, Jump.
 -      
Dexterity: Balance, Flexibility.
 -      
Constitution: Endurance.
 -      
Intelligence: Craft, Knowledge (arcana, nature, planes).
 -      
Perception: Awareness.
 - 
                                                                                                       
                                                                                                       
     
Other: Intimidate.