D.12 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, an incarnation is a artificial humanoid indwelt instead of a natural humanoid.

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, and are not humanoid. 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. Most untethered incarnations have some sort of face, as they can speak and see normally, but the appearance of that face can be highly unusual. An untethered incarnation has the following special abilities:

D.12.1 Incarnation Archetype

Rank 1 – Essence Spike ✨

Essence Spike

Standard action

Cost: You briefly can’t use this ability.

Tags: The tag of your essence infusion.

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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.

Hit: 1d10 damage + half power.

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Rank 2: The damage increases to 1d8 damage + power.

Rank 3: The damage increases to 2d6 damage + power.

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

Rank 5: The damage increases to 3d6 damage plus 1d6 per 2 power.

Rank 6: The damage increases to 3d8 damage plus 1d8 per 2 power.

Rank 7: The damage increases to 3d10 damage plus 1d10 per 2 power.

Rank 2 – Essence Flare ✨

Once per long rest, you can use the desperate exertion ability without spending stamina. You can only use this to reroll an attack roll for an ability with your essence infusion tag.

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 resistant 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.

Rank 7 – Intrinsic Essence ✨

Choose an Attune spell 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.

D.12.2 Base Class Effects

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

Level Rank Durability Bonus1

Special

1 1 +0 +0

2 1 +1 +1

3 1 +2 +1

+1 to two attributes

4 2 +2 +2

5 2 +3 +2

6 2 +4 +3

7 3 +4 +3

8 3 +5 +4

9 3 +6 +4

+1 to two attributes

10 4 +6 +5

11 4 +7 +5

12 4 +8 +6

13 5 +8 +6

14 5 +9 +7

15 5 +10 +7

+1 to two attributes

16 6 +10 +8

17 6 +11 +8

18 6 +12 +9

19 7 +12 +9

20 7 +13 +10

21 7 +14 +10

+2 to two attributes

1. This bonus applies to your accuracy, magical ✨ power, mundane power, trained skills, and defenses.  
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
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:

Class Skills

You have the following class skills: