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Incarnum 4 Edition

By Chris Goober Ramsley


Art from Magic of Incarnum

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Table of Contents:
Introduction ....................................................................... 2 Chapter One: Races........................................................... 4 Azurin ........................................................................... 4 Duskling ........................................................................ 5 Rilkan ............................................................................ 6 Skarn ............................................................................. 7 Chapter Two: Classes ....................................................... 8 Incarnate........................................................................ 8 Creating an Incarnate ................................................ 8 Implements................................................................ 9 Incarnate Class Features ........................................... 9 New Keyword: Flow ............................................... 10 Class Feature Powers .............................................. 11 Level 1 At-Will Channels ....................................... 11 Incarnate Combat Soulmelds .................................. 13 Impulse Boots ......................................................... 14 Therapeutic Mantle ................................................. 15 Wind Cloak ............................................................. 16 Level 2 Utility Soulmelds ....................................... 17 Soulborn ...................................................................... 18 Creating a Soulborn ................................................ 18 Implements.............................................................. 19 Soulborn Class Features .......................................... 19 Class Feature Powers .............................................. 20 Level 1 At-Will Channels ....................................... 20 Soulborn Combat Soulmelds .................................. 21 Level 1 Daily Channels ........................................... 24 Level 5 Daily Channels ........................................... 24 Level 2 Utility Soulmelds ....................................... 25 Totemist ...................................................................... 26 Creating a Totemist ................................................. 26 Implements.............................................................. 27 Totemist Class Features .......................................... 27 Class Feature Powers .............................................. 28 Level 1 At-Will Channels ....................................... 28 Totemist Combat Soulmelds................................... 29 Level 1 Primal Soulmelds ....................................... 31 Level 5 Primal Soulmelds ....................................... 32 Level 2 Utility Channels ......................................... 34 Chapter Three: Feats ....................................................... 35 Heroic Tier Feats ........................................................ 35 Paragon Tier Feats ...................................................... 36 Epic Tier Feats ............................................................ 37 Multiclass Feats .......................................................... 38 Chapter Four: Magic Items ............................................. 39 Jewels ......................................................................... 39 Chapter Five: Monsters .................................................. 40 Giant, Totem ............................................................... 40

Introduction
This document is an update of Magic of Incarnum to 4th Edition D&D. It involves new mechanics that are somewhat more complicated than other races and classes, and should generally be used only by players that are willing to do a little extra bookkeeping.

Incarnum Power Source


Incarnum is an amorphous magical substance made up of the soul energies of all sentient creatures. Characters can learn to shape and use this energy, which is never used or expended, but rather shaped and then returned to the cosmos. Incarnum powers are called channels or soulmelds. Channels are manipulation of incarnum in its pure form, applying it directly to gain effects and soulmelds are shaped incarnum that grant characters capabilities. Incarnum classes tend to be more versatile. They have access to a wider variety of powers, and can reinvest essentia and reshape soulmelds, allowing them to change their emphasis easily as situations change. In order to take full advantage of this versatility, incarnum characters may need to invest in two primary ability scores, and may even rely on more for secondary effects. This is not a general requirement, however. An incarnum character can usually forgo some versatility in order to rely on one primary score, with benefits from a second.

Soulmelds
Incarnum characters all have the ability to shape various types of soulmelds. A character that has shaped a soulmeld gains access to the listed power or the power listed for the type of essential invested in that soulmeld, if any, any effects detailed in the soulmeld, any chakra bind powers for the chakra it is bound to (is any), and the totem benefits if the soulmeld is taken as a totem.

Multiclassed Incarnum
Since meldshaping, essentia, and chakra binds are all class features, multiclassing into an incarnum class does not give you these features. Instead, you learn to shape a single soulmeld at a time, and you invest your essentia and bind soulmelds to chakras once, keeping those decisions. You may retrain the choices of essentia investment and chakra binds once each level for free. See the Meldshaping, Essentia, and Chakra Binds class features of the Incarnate, Soulborn, and Totemist for more details on how power-swap feats work with these classes.

Natural Weapons
Throughout this text, you will find references to natural weapons. A natural weapon is a weapon that is part of a characters body, such as claws, fangs, tentacles, tail strikers, etc. Such weapons cannot be lost, stolen, or dropped. They always belong to the Unarmed weapon group, but can belong to other groups as well. They cannot be enchanted, but some items provide their enhancement bonus to natural weapon attacks. Natural weapons do not prevent a character from holding other items, carrying weapons, etc. unless otherwise noted, but any natural weapons that are part of a characters hand require that hand to be free in order to be used.

New Save Effects


Four new save effects are referenced throughout this text: save delays, save activates, save continues, and save resists. The keyword instant can also modify any save effect. If an effect is listed as save continues, it is removed on a failed save, rather than a successful save. If an effect is listed as save delays, it does not take place immediately. Instead, the target of the effect makes a save against the effect at the end of each of his or her turns. If the save succeeds, the effect is delayed again, and the target saves again at the end of his or her next turn. If the save fails, the effect takes place and no more saves against it are made. If an effect is listed as save activates, the reverse occurs: if the target makes his or her save, the effect occurs, and if he or she fails, the effect is delayed. An effect listed as save resists can be resisted immediately with a saving throw. The target of the effect makes a saving throw against the effect as soon as it resolves, and if that save is successful, the effect is canceled. If the effect is ongoing but has no save to end it, but the target is granted a saving throw by some effect or power besides the Heal skill, the target can choose to make that save against the effect to end it. If an effect is listed as either save ends or save continues and as either save delays or save activates, it does not take place until it stops delaying or it begins (as appropriate), after which point it continues as with save ends or save continues. A character can always choose not to make a save against a save delays or save continues effect when given the chance, except at the end of his or her turn. A character can always choose to fail a saving throw. Any save ends or save activates effects end after 5 minutes if not saved against. If an effect is listed with save ends, save continues, save delays, save activates, or save resists, it can also be listed as instant. If it is, it takes place immediately, and then occurs as normal for that type of save effect. Ongoing damage listed as instant is dealt immediately, and then as normal from that point on. For example, you slide the target 1 square (instant, save resists) would allow you to slide the target one square, and then another square if the target fails a saving throw, and ongoing 5 damage (instant, save ends) would deal 5 damage immediately, and then proceed as normal for ongoing 5 damage with save ends.

Chapter One: Races


Azurin
Children infused with incarnum, born to master their souls.

Racial Traits
Average Height: 5 6 6 2 Average Weight: 135-220 lb. Ability Scores: +2 Wisdom, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Endurance, +2 Insight Azure Defense: You can use azure defense as an encounter power. In addition, you gain a +1 racial bonus to your Fortitude defense. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feats prerequisites. Human Heritage: You can take feats that have human as a prerequisite, as long as you meet any other prerequisites. Natural Essentia: Essentia flows through you naturally, granting you a +1 racial bonus to saving throws while you are not bloodied. In addition, whenever you gain temporary hit points while bloodied, increase the number you gain by 1 per tier (1 at heroic tier, 2 at paragon tier, and 3 at epic tier). Azurin Racial Power You channel essentia into your body, steeling yourself against attack. Encounter Incarnum Free Action Personal Trigger: You take damage. Effect: You take half that damage instead.

Azure Defense

Text. Play an azurin if you want to be inspired, focused, and unshakable to be versatile, but emphasize defense to be a member of a race that favors the soulborn, paladin, and cleric classes.

Duskling
Use incarnum? I am incarnum. Chevaril, duskling ranger

Racial Traits
Average Height: 4 8 5 4 Average Weight: 100-140 lb. Ability Scores: +2 Constitution, +2 Wisdom Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Elven Skill Bonuses: +2 Arcana, +2 Insight Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Focus Essentia: You can use focus essentia as an encounter power. Twilight Step: Whenever you shift during your turn, if you are bloodied, you can shift 1 additional square. Quick: You gain a +2 racial bonus to initiative checks. Duskling Racial Power You focus your inner power, enhancing your abilities. Encounter Incarnum Minor Action Personal Effect: You gain a +1 power bonus to all attack rolls, skill checks, ability checks, saving throws, and defenses until the end of your next turn.

Focus Essentia

Text. Play a duskling if you want to be more connected to incarnum than any other race to be tough, but quick to be a member of a race that favors the druid, incarnate, shaman, soulborn, and totemist classes.

Rilkan
Rakish entrepreneurs and daredevils of fortune that believe in drinking deep from the cup of life.

Racial Traits
Average Height: 5 4 6 0 Average Weight: 130-200 lb. Ability Scores: +2 Dexterity, +2 Charisma Size: Medium Speed: 7 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Bluff, +2 Diplomacy All In: You can use all in as an encounter power. Daring Action: You gain a +2 bonus to all attack rolls, skill checks, and ability checks you make as part of an action you gained by spending an action point. Racial Knowledge: The Rilkan race is linked through incarnum to the accumulated knowledge of their entire people. You gain a +1 racial bonus to all untrained skill checks. Team Player: When you use the Aid Another action, if you succeed, the aided ally also gains an additional +1 bonus to the action you aid. If multiple rilkan aid the same character, the additional bonus does not stack. In addition, an ally that flanks with you gains a +3 bonus instead of a +2 bonus to attacks against the flanked enemy. Rilkan Racial Power You put everything into one daring action. Encounter Incarnum No Action Personal Effect: One attack roll, skill check, or ability check you make gains a +4 bonus. If the roll or check fails, you lose a healing surge. If you have no healing surges remaining, you instead lose hit points equal to one quarter of your maximum hit points.

All In

Text. Play a rilkan if you want be outgoing, adventurous, and daring to work extremely well with others to be a member of a race that favors the bard, rogue, sorcerer, and warlock classes.

Skarn
Strong, sophisticated warriors of intellect that seek perfection of form.

Racial Traits
Average Height: 5 8 6 4 Average Weight: 165-255 lb. Ability Scores: +2 Strength, +2 Intelligence Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Athletics, +2 Intimidate Mind and Body: You can use mind and body as an encounter power. In addition, you have resist poison and resist psychic each equal to 5 + one-half your level. Proud: You gain a +1 racial bonus to your Will defense. Spines: You have spines of each of your arms. These spines count as natural weapons with the off-hand property that deal 1d6 damage and have a +3 proficiency bonus. Skarn Racial Power You balance your mind and body, bringing out inner reserves of essentia to fuel you. Encounter Incarnum Free Action Personal Trigger: You become bloodied. Effect: You can spend a healing surge and make a saving throw.

Mind and Body

Text. Play a skarn if you want to be powerful, both physically and mentally to be proud and fearless, and always seek to better yourself to be a member of a race that favors the incarnate, warlord, and swordmage classes.

Chapter Two: Classes


Incarnate
I embody the essence of reality. I shape souls to my will. I am life incarnate.

Class Traits
Role: Leader/Controller. You have abilities that control the battlefield and inspire your allies. You always have some degree of leadership capabilities, but you can focus more or less on controlling powers. Power Source: Incarnum. You shape the power of raw soul energy to create soulmelds and infuse them with essentia. Key Abilities: Constitution, Wisdom, Intelligence, Strength Armor Proficiencies: Cloth, leather, hide, chainmail Weapon Proficiencies: Simple melee, simple ranged Implements: Jewels Bonus to Defenses: +1 Fortitude, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Arcana. From the class skill list below, choose three more trained skills at 1st level. Class skills: Arcana (Int), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Perception (Wis), Religion (Int). Build Options: Adaptive incarnate, inspiring incarnate, shaper incarnate Class Features: Meldshaping, Essentia, Chakra Binds, Capture The Flow, Incarnum Flow, Incarnum Radiance Incarnates are wielders of incarnum, using soul energy to shape soulmelds that allow them to use a massive variety of effects, primarily those that bolster allies and inhibit enemies. Incarnates learn to open their chakras and bind soulmelds to them, granting them even greater power. You could be a student of magic that discovered incarnum, a divinely gifted individual, granted access to the power of your soul by the gods, or simply an insightful mystic that has learned to shape the energy that flows through your chakras. The power of your soul and the energy that flows through all of existence is at your command. What wonders will you shape with the power of incarnum?

Adaptive Incarnate
You spread your powers out among all possibilities, emphasizing your unmatched adaptability. You shape a different set of soulmelds and bind them to different chakras each day, and you use your essentia differently every fight. Constitution and Wisdom are most important to you, and Intelligence and Strength should usually be given second choice. Suggested Feat: Expert Meldshaper (Azurin/Human feat: Ritual Caster) Suggested Skills: Endurance, Heal, History, Religion Suggested At-Will Powers: Lucky dice, soulspark Suggested Soulmelds: ?

Creating an Incarnate
Incarnates rely on either Constitution or Wisdom for most of their key abilities and powers. Intelligence and Strength are also useful for some powers, providing secondary effects and extra benefits. You will most likely want to spread your ability scores out to emphasize your versatility. Incarnates start with three common builds: the adaptive incarnate, the inspiring incarnate, and the shaper incarnate.

Incarnate Class Features


You have the following class features.

Meldshaping
At first level, in place of your level 1 encounter attack power, you learn how to shape two combat soulmelds. You may have only one combat soulmeld shaped at a time. After a short or extended rest, you may reshape your soulmeld(s). Whenever you would learn a new incarnate encounter attack power, you instead learn how to shape two additional combat soulmelds, and gain the ability to shape one additional combat soulmeld. Whenever you would replace an incarnate encounter attack power, you gain no new combat soulmelds, but may replace one known soulmeld without using your retraining for that level. Whenever you would learn a utility power, you instead learn how to shape two utility soulmelds of that level. When you shape your soulmelds after an extended rest, you may shape one utility soulmeld you know for each utility power you would normally be allowed (one of each level you can shape). You may shape a lower level utility soulmeld in place of a higher level one if you so desire, but you may not shape the same soulmeld twice. If you replace an incarnate encounter attack power or utility power with that of another class, you forget how to shape two soulmelds (combat or utility respectively) and learn the other power in its place. If you replace another classs encounter attack power or utility power with an incarnate power, you learn how to shape one soulmeld (combat or utility respectively), and may shape it each day. See also Essentia (below) for more on replacing incarnate encounter powers. Combat Soulmelds Known 2 2 4 4 6 6 6 6 6 6 6 6 Combat Soulmelds Shaped 1 1 2 2 3 3 3 3 3 3 3 3 Utility Soulmelds Known 2 2 4 4 6 6 8 8 10 10 10 Utility Soulmelds Shaped 1 1 2 2 3 3 4 4 5 5 5

Inspiring Incarnate
You focus on your leadership qualities, standing with your allies and inspiring them with your judgment and insight. Wisdom is your most important ability score, and Strength is important for many of your powers. Constitution is also handy if you plan to use some control powers. Suggested Feat: Share Radiance (Azurin/Human feat: Toughness) Suggested Skills: Endurance, Heal, Perception, Religion Suggested At-Will Powers: Essential strike, lucky dice Suggested Soulmelds: Impulse boots

Shaper Incarnate
You focus on your controlling abilities, reducing the capabilities of your enemies, attacking swarms of weaker enemies all at once, and changing the flow of battle. Constitution is most important for you, and Intelligence should be your second highest score. Wisdom is useful for dabbling in leadership powers. Suggested Feat: Ritual Caster (Azurin/Human feat: Human Perseverance) Suggested Skills: History, Insight, Perception, Religion Suggested At-Will Powers: Soul force, soulspark Suggested Soulmelds: Bloodwar gauntlets, wind cloak

Level 1 2 3 6 7 10 13 16 17 22 23 27

Implements
Incarnates make use of magic jewels to help channel and direct their incarnum powers. An incarnate wielding a magic jewel can add its enhancement bonus to the attack rolls and the damage rolls of incarnate powers, as well as incarnate paragon path powers, that have the implement keyword. Without a jewel, an incarnate can still use these powers, but he or she doesnt gain the bonus provided by the magic implement.

Essentia
Starting at third level, you have the ability to invest essentia into your combat soulmelds in order to make them more powerful. After first level, each time you would learn a new encounter attack power, you also learn the essentia investment of that level, as shown below. Each time you would replace an encounter power, you also replace the corresponding essentia investment. Investing essentia into a soulmeld takes a minor action. The investment lasts until the end of the encounter. You can invest only one level of essentia into each combat soulmeld you have shaped at a time, and each level of essentia can be invested only once per encounter. See individual soulmelds descriptions for the effect of each investment. If you replace another classs encounter attack power with incarnate combat soulmelds, you also gain the essentia investment of that powers level, which is always invested into that soulmeld. If you replace combat soulmelds with another classs power, you also lose the use of the essentia investment of the level of the power gained. Level 3 7 13 17 23 27 Essentia Investment Learned Minor Investment Lesser Investment Greater Investment Wellspring Investment Cascading Investment True Incarnum Investment

attack power with that of an incarnate, you instead learn the chakra bind of that powers level, and select an incarnate soulmeld you can shape. That soulmeld must be bound to the chakra you have just learned. If you cannot shape any combat soulmelds, instead choose any one incarnate combat soulmeld that you do not know. You can now shape that soulmeld and it must be bound to the chakra you have just learned, but you gain no other benefits for having it shaped. If you later learn how to shape incarnate combat soulmelds, you must immediately change your choice of soulmeld to one that you know.

Capture The Current


You can use capture the current when you use a power with the Flow keyword to give you or your allies temporary hit points.

Incarnum Flow
You can use incarnum flow as an encounter power to heal you or your allies.

Incarnum Radiance
Incarnates have the ability to radiate incarnum from their bodies, gaining one of a few different effects. Choose one of the following options: Ashen: You can use radiance: ashen as an encounter power. Blood-Red: You can use radiance: blood-red as an encounter power. Green Nimbus: You can use radiance: green nimbus as an encounter power. Silver: You can use radiance: silver as an encounter power.

Chakra Binds
At first level, in place of your level 1 daily attack power, you learn to bind soulmelds to your Root chakra. You may bind only one soulmeld to each chakra you know at any given time. After a short or extended rest, you may rebind your soulmelds to different chakras. However, once the daily power granted by a chakra bind is expended, you cannot bind any soulmeld to that chakra, and the number of soulmelds you can bind to chakras is reduced by one, until you take an extended rest. At each level where you would learn a new daily attack power, you instead learn a new chakra bind, as listed below, and may bind an additional soulmeld to a chakra. Each chakra can still have only one soulmeld bound to it at any time, and each soulmeld can still only be bound to one chakra at a time. Whenever you would replace a daily attack power, you learn the chakra bind of that level, but do not gain the ability to bind an additional soulmeld. You do not forget older chakras. Level 1 5 9 15 19 25 29 Chakra Bind Learned Root Sacral Solar Plexus Heart Throat Third Eye Crown Max Binds 1 2 3 3 3 3 3

New Keyword: Flow


Some incarnate power use the new flow keyword. Flow: This keyword does nothing on its own, but designates which powers benefit from the incarnates capture the current power.

Incarnate Overview
Characteristics: Your powers share many qualities with those of the cleric and wizard. You can affect multiple enemies with many powers, and reduce their capabilities, or you can grant your allies bonuses. However, your strength lies in your versatility. You have access to soulmelds that let you use a variety of different powers, and you can adapt to changing circumstances by reinvesting essentia, reshaping soulmelds, and rebinding them to chakras. Religion: Incarnates can follow any religion. They are diverse and each has his or her own beliefs. Races: Any race can be an incarnate, but dusklings, dwarves, and skarn make particularly good incarnates.

Whenever you would replace an incarnate daily attack power with another classs power, you instead lose the use of the chakra of that level and may bind one less soulmeld to a chakra at a time. Whenever you replace another classs daily

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Class Feature Powers


Your incarnum radiance class feature grants you one of the following radiance powers, and your capture the current and incarnum flow class features each grant you a power of the same name. Incarnate Feature Radiance: Ashen An ash-gray aura surrounds you, which grants you the might to destroy your foes. Encounter Incarnum Free Action Personal Special: This power can be used only during your turn. Effect: You gain a +2 bonus to your next damage roll against one creature before the start of your next turn. This bonus increases to +3 at 6th level, +4 at 11th level, +5 at 16th level, +6 at 21st level, and +7 at 26th level. Incarnate Feature You capture the excess incarnum energy flowing through you and use it to charge the essentia of a nearby ally. At-Will Healing, Incarnum Free Action Close burst 5 (10 at 11th level, 15 at 21st level) Trigger: You use a power with the Flow keyword. Target: You or one ally in burst Effect: The target gains 4 temporary hit points, plus an additional number of temporary hit points depending on the essentia invested in the soulmeld that granted the triggering power (if any): Minor: 1 Lesser: 2 Greater: 4 Wellspring: 6 Cascading: 9 True Incarnum: 12

Capture The Current

Incarnate Feature You glow with a blood-red corona, which grants you focus. Encounter Incarnum Free Action Personal Special: This power can be used only during your turn. Effect: You gain a +1 bonus to any one attack roll before the start of your next turn.

Radiance: Blood-Red

Incarnate Feature A faint green nimbus surrounds your body, granting you swiftness. Encounter Incarnum Free Action Personal Special: This power can be used only during your turn. Effect: You gain a +2 bonus to speed, and you can shift 2 squares as a move action, until the start of your next turn.

Radiance: Green Nimbus

Incarnate Feature You focus the essentia of your target, allowing its energy to be used more effectively. Encounter Flow, Healing, Incarnum Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and gain 1d6 temporary hit points. These temporary hit points stack with any granted by the capture the current power (weather yours or another Incarnates). The amount of temporary hit points gained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Incarnum Flow

Incarnate Feature Your body shines with silvery light, protecting you from harm. Encounter Incarnum Free Action Personal Special: This power can be used only during your turn. Effect: You gain a +1 bonus to all defenses until the start of your next turn.

Radiance: Silver

Level 1 At-Will Channels


Incarnate Attack 1 You channel incarnum power through your weapon, smashing your enemy and bolstering an allys resolve. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage and one ally adjacent to you or to the target gains temporary hit points equal to your Strength modifier + one-half your level. These temporary hit points stack with any granted by the capture the current power (weather yours or another Incarnates). Level 21: 2[W] + Wisdom modifier damage.

Essential Strike

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Incarnate Attack 1 You throw luck to the wind, and one of your allies reaps the benefits. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom + 1 vs. AC Hit: 1[W] + Wisdom modifier damage. Roll 2d6. If the result is 7, one ally within 5 squares gains a +1 power bonus to all attack rolls, defenses, and saving throws, and a power bonus to all damage rolls equal to your Wisdom modifier, until the end of your next turn. If the result is 2, you and one ally within 5 squares gain these benefits. Otherwise, one ally within 5 squares gains a +1 power bonus to his or her next attack roll before the end of your next turn. Level 21: 2[W] + Wisdom modifier damage.

Lucky Dice

Incarnate Attack 1 You bombard your enemies with incarnum energy. At-Will Force, Implement, Incarnum Standard Action Area burst 1 within 5 squares Target: Each enemy in burst Attack: Constitution vs. Reflex Hit: 1d6 + Constitution modifier force damage. Level 21: 2d6 + Constitution modifier force damage.

Soul Force

Incarnate Attack 1 A shock of incarnum energy shakes the soul of the target. At-Will Implement, Incarnum, Psychic Standard Action Ranged 5 Target: One creature Attack: Constitution vs. Will Hit: 1d8 + Constitution modifier psychic damage, and the target takes a penalty equal to your Intelligence modifier to all damage rolls until the end of your next turn. Level 21: 2d8 psychic damage.

Soulshock

Incarnate Attack 1 Spiritual fire leaps from your body, scorching your enemies. For each enemy you burn, a nearby ally is empowered. At-Will Fire, Implement, Incarnum Standard Action Close burst 3 Target: One or two creatures in burst Attack: Constitution or Wisdom vs. Reflex Hit: 1d4 + Constitution or Wisdom modifier fire damage, and one ally in the burst gains a +2 power bonus to the next attack roll it makes before the end of your next turn. Level 21: 2d4 + Constitution or Wisdom modifier fire damage.

Spirit Fire

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Incarnate Combat Soulmelds


Bloodwar Gauntlets
You can use the bloodwar strike power. The power changes based on the essentia invested in it. Chakra Binds: Root, Heart, Crown Combat Soulmeld Your gauntlets embody the wrath of wars long past. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 2[W] + Constitution modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn.

Bloodwar Strike

Encounter Fire, Incarnum, Weapon Hit: 4[W] + Constitution modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn, and you and your allies gain a +1 power bonus to all melee attack rolls against the target (save ends). In addition, the target and each enemy adjacent to it take ongoing fire damage equal to 6 + your Intelligence modifier (save ends). Root Chakra Bind The chaotic energy in your bloodwar gauntlets explodes in a blast of red magma. Daily Fire, Incarnum, Implement Standard Action Close burst 3 Target: Each creature in burst Attack: Constitution vs. Reflex Hit: 1d8 + Constitution modifier damage, plus 1d8 + Intelligence modifier fire damage. Miss: Half damage.

True Incarnum Investment

Bloodwar Strike

Tumultuous Explosion

Bloodwar Strike

Encounter Fire, Incarnum, Weapon Miss: The target takes fire damage equal to your Intelligence modifier and takes a -1 penalty to all saving throws until the end of your next turn.

Minor Investment

Bloodwar Strike

Lesser Investment

Encounter Fire, Incarnum, Weapon Hit: 2[W] + Constitution modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn. In addition, the target and each enemy adjacent to it take ongoing fire damage equal to 2 + your Intelligence modifier (save ends).

Bloodwar Strike

Encounter Fire, Incarnum, Weapon Hit: 2[W] + Constitution modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn. In addition, the target and each enemy adjacent to it take ongoing fire damage equal to 2 + your Intelligence modifier (save ends). Miss: The target takes fire damage equal to your Intelligence modifier and takes a -1 penalty to all saving throws until the end of your next turn. Wellspring Investment Hit: 3[W] + Constitution modifier damage, and the target takes a -2 penalty to all saving throws and all defenses until the end of your next turn.

Greater Investment

Heart Chakra Bind A wall of hellfire erupts from the earth. The sounds of a raging battle emerge from the wall. Daily Conjuration, Fire, Incarnum, Implement Standard Action Area wall 8 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with raging hellfire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. You and any ally adjacent to the wall gain a +1 power bonus to attack rolls. Any enemy that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier fire damage. If any creature moves into the walls space or starts its turn there, the creature takes 3d6 + Intelligence modifier fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The fire persists.

Fires of War

Bloodwar Strike

Cascading Investment Hit: 4[W] + Constitution modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn. You and your allies gain a +1 power bonus to all melee attack rolls against the target (save ends).

Bloodwar Strike

Crown Chakra Bind You call forth the weapons of Hell to fight your enemies for you. Daily Conjuration, Fire, Incarnum, Implement Standard Action Area burst 1 within 20 squares Special: The power affects three different areas (each a burst 1). A creature caught in more than one area is affected only once. Target: Each creature in any of the bursts Attack: Constitution vs. Reflex Hit: 3d6 + Intelligence modifier fire damage. Effect: You conjure three clouds of flaming weapons, one at the center of each burst. Each cloud occupies one square and does not block movement or line of sight. Any creature that begins its turn in the area of one of these clouds, or any enemy adjacent to a cloud, takes 1d6 + Intelligence modifier damage and 1d6 fire damage. As a move action, you can move each of these clouds 4 squares. Sustain Minor: The weapons persist. As a standard action, you can repeat the attack against each creature in or adjacent to a square occupied by flaming weapons.

Bloodwar Chaos

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Impulse Boots
You can use the impulse power. The power changes based on the essentia invested in it. You can invest essentia into your impulse boots as a free action instead of a minor action. Chakra Binds: Root, Sacral, Throat Combat Soulmeld You react quickly to attack, striking before your attacker has the chance to land a blow. Encounter Flow, Incarnum, Weapon Immediate Interrupt Melee weapon Trigger: You are hit by an attack that targets your AC or Reflex defense Target: One creature Attack: Wisdom vs. Reflex Hit: 1[W] + Wisdom modifier damage, and you gain a +1 power bonus to your AC and Reflex defense (save continues).

Impulse

True Incarnum Investment Hit: 3[W] + Wisdom modifier damage, and you gain a +1 power bonus to your AC and Reflex defense (save continues). Each ally within 5 squares gains a +2 power bonus to AC and Reflex defense until the end his or her next turn and can shift 1 square (save activates both). Effect: After the triggering attack resolves, you can shift a number of squares equal to your Strength modifier, one ally within 5 squares can shift 1 square, and you can slide the target 1 square.

Impulse

Minor Investment Effect: After the triggering attack resolves, you can shift a number of squares equal to your Strength modifier.

Impulse

Root Chakra Bind Your weapon strikes with a devastating burst of force. The same force moves an ally to a better position and allows his or her personal essentia to flow freely. Daily Force, Healing, Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Strength modifier force damage and the target is pushed a number of squares equal to your Strength modifier. Effect: One ally within 5 squares can shift a number of squares equal to your Strength modifier and can spend a healing surge.

Pulse Strike

Lesser Investment Hit: 1[W] + Wisdom modifier damage, and you gain a +1 power bonus to your AC and Reflex defense (save continues). Each ally within 5 squares gains a +2 power bonus to AC and Reflex defense until the end his or her next turn and can shift 1 square (save activates both).

Impulse

Greater Investment Hit: 1[W] + Wisdom modifier damage, and you and each ally within 5 squares gain a +1 power bonus to AC and Reflex defense (save continues). Effect: After the triggering attack resolves, one ally within 5 squares can shift 1 square, and you can slide the target 1 square.

Impulse

Sacral Chakra Bind You let loose a blast of force that pushes back your enemies and pulls your allies to safety. Daily Force, Healing, Implement, Incarnum Standard Action Close blast 5 Target: Each enemy in blast Attack: Wisdom vs. Fortitude Hit: 1d8 + Strength modifier force damage and the target is pushed a number of squares equal to your Strength modifier. Effect: Before the attack, you can choose to pull each ally in the blast 1 square. If you do, that ally can spend a healing surge.

Pulse Wave

Wellspring Investment Attack: Wisdom + 2 vs. Reflex Hit: Hit: 1[W] + Wisdom modifier damage, and you gain a +1 power bonus to your AC and Reflex defense (save continues). Each ally within 5 squares gains a +2 power bonus to AC and Reflex defense until the end his or her next turn and can shift 1 square (save activates both). Effect: After the triggering attack resolves, you can shift a number of squares equal to your Strength modifier, one ally within 5 squares can shift 1 square, and you can slide the target 1 square. If your attack hit, you can slide the target up to 3 squares instead.

Impulse

Cascading Investment Hit: 3[W] + Wisdom modifier damage, and you and each ally within 5 squares gain a +1 power bonus to AC and Reflex defense (save continues). Effect: After the triggering attack resolves, you can shift a number of squares equal to your Strength modifier.

Impulse

Throat Chakra Bind You create an implosion of force. The energy from the force is stored, granting you and your allies quickness. When you release the energy, it moves your allies to better positions. Daily Force, Implement, Incarnum, Zone Standard Action Area burst 5 with 10 squares Target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 2d10 + Wisdom modifier force damage and the target is pulled towards the burst origin up to a number of squares equal to your Strength modifier. Miss: Half damage, and you can pull the target 1 square towards the burst origin. Effect: The burst creates a zone of potential force. You and each ally in within the zone gain a +1 power bonus to AC and Reflex defense. You can end this effect as a move action. If you do, you and each ally in the zone can shift up to 3 squares.

Pulsar

14

Therapeutic Mantle
You can use the therapeutic smash power. The power changes based on the essentia invested in it. Chakra Binds: Solar Plexus, Heart, Throat Combat Soulmeld You let your aggression out on your opponent, leaving you calm and collected. Encounter Flow, Implement, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage, and you gain temporary hit points equal to 2 + your Strength modifier. These temporary hit points stack with any granted by the capture the current power (weather yours or another Incarnates).

Therapeutic Smash

Heart Chakra Bind You focus your essentia into a wave of energy that resembles a wave of water. The water cascades against your enemies, and the residue it leaves behind heals your allies. Daily Incarnum, Implement Standard Action Close blast 5 Target: Each enemy in blast Attack: Wisdom vs. Fortitude Hit: 4d6 + Wisdom modifier damage. Miss: Half damage. Effect: Each ally in the blast gains a +1 power bonus to his or her Fortitude and Will defenses until the end of the encounter and can spend a healing surge and regain additional hit points equal to your Wisdom modifier.

Flowing Tide

15

Wind Cloak
You can use the wind slash power. The power changes based on the essentia invested in it. Chakra Binds: Sacral, Heart, Third Eye Combat Soulmeld You produce a whirling cyclone that slices your enemy. The wind lingers, cutting again when the target is off guard. Encounter Implement, Incarnum Standard Action Close burst 10 Target: One or two creatures you can see in burst Attack: Constitution vs. Reflex, one attack per target Hit: 1d10 + Constitution modifier damage and the target takes ongoing 5 damage (save delays, save ends). Third Eye Chakra Bind You teleport to two different places, existing in both for long enough to send an arc of incarnum-charged lightning between your selves, using an enemy like a conductor. Daily Incarnum, Implement, Teleportation Standard Action Close burst 5 Target: One creature within burst that you can see Attack: Constitution vs. Reflex, two attacks Special: Your target grants you combat advantage during these attacks Hit: 3d6 + Constitution modifier lightning damage per attack. If at least one attack hits, the target is dazed until the end of your next turn. If both attacks hit, the target is stunned until the end of your next turn instead. Miss: Half damage. Effect: You teleport to a square within 5 squares of the target from which you can see the target and gain a +2 power bonus to all defenses until the end of your next turn.

Bilocation

Wind Slash

Minor Investment Hit: 1d10 + Constitution modifier damage and the target takes ongoing 5 damage (save delays, save ends). Effect: You gain concealment until the end of your next turn.

Wind Slash

Lesser Investment Hit: 1d10 + Constitution modifier damage, you push the target up to 3 squares, and the target takes a -2 penalty to all ranged attacks (save ends). Effect: You gain concealment until the end of your next turn.

Wind Slash

Greater Investment Hit: 2d6 + Constitution modifier damage, you push the target up to 3 squares, the target takes a -2 penalty to all ranged attacks (save ends), and the target takes ongoing 5 damage (save delays, save ends).

Wind Slash

Wellspring Investment Hit: 2d6 + Constitution modifier damage, you push the target up to 3 squares, the target takes a -2 penalty to all ranged attacks (save ends), and the target takes ongoing 5 damage (save delays, save ends). Effect: You gain concealment until the end of your next turn.

Wind Slash

Wind Slash

Encounter Implement, Incarnum, Teleportation Hit: 2d8 + Constitution modifier damage, you push the target up to 3 squares, the target is slowed and takes a -2 penalty to all ranged attacks (save ends both), and the target takes ongoing 5 damage (save delays, save ends). Effect: You can teleport up to 5 squares (instant, save activates).

Cascading Investment

Wind Slash

Encounter Implement, Incarnum, Teleportation Hit: 2d8 + Constitution modifier damage, you push the target up to 3 squares, the target is slowed and takes a -2 penalty to all ranged attacks (save ends both), and the target takes ongoing 5 damage (save delays, save ends). Effect: You can teleport up to 5 squares and gain concealment until the end of your next turn (instant, save activates both).

True Incarnum Investment

16

Level 2 Utility Soulmelds


Cerulean Sandals
You can use the cerulean step and astral step powers. Chakra Binds: Root Utility Soulmeld 2 Your cerulean sandals allow you to effortlessly walk on water. At-Will Incarnum No Action Personal Effect: You may choose to walk on water as if it was solid ground. Rapids or choppy seas are considered difficult terrain.

Cerulean Step

Utility Soulmeld 2 You step through dimensional barriers to your destination. Encounter Incarnum Move Action Personal Effect: You teleport up to 4 squares.

Astral Step

Root Chakra Bind The earth slows your enemies and moves your allies to more favorable positions. Daily Incarnum, Implement Standard Action Close burst 3 Target: Each enemy touching the ground in burst Attack: Constitution vs. Reflex Hit: The target is immobilized (save ends). Aftereffect: The target is slowed (save ends). Effect: You and each ally in the burst can shift a number of squares equal to your Wisdom modifier.

Grip of Earth

17

Soulborn
I am strong. Incarnum makes me stronger.

Class Traits
Role: Defender. You have the ability to keep many enemies occupied at once, and your control of the battlefield allows you to keep your allies well defended. Power Source: Incarnum. The power of incarnum flows through you. You channel this energy and shape it into soulmelds. Key Abilities: Strength, Charisma, Wisdom, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged Implements: Jewels Bonus to Defenses: +1 Fortitude, +1 Will Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Insight. From the class skill list below, choose three more trained skills at 1st level. Class skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int). Build Options: Free Soul Soulborn, Guardian Soulborn, Channeller Soulborn Class Features: Meldshaping, Essentia, incarnum Defense, Soul Resonance Soulborn are warriors of their ideals. They seek to perfect themselves, physically, mentally, and morally in concordance with these ideals. They are the front line in the battle against whatever opposes their beliefs, be they religious or simply philosophical in nature. As a soulborn, you are similar to a paladin in many ways, but while your ideals give you purpose, you do not follow the dictates of any higher authority. Even if you follow a deity, ultimately you follow the core of what that deity represents, rather than the being itself. Incarnum, the essence of all beings, helps you seek the perfection you desire. Whatever the cause you have chosen to uphold, you fight to protect it, and those that share your passion, at all costs. Your enemies seek to bring your principles to ruin. It is yours to defend your ideals and find the true path.

Free Soul Soulborn


You are ever changing and focus primarily on your versatility and adaptability. You may not be quite as adaptable as an incarnate, but you still have quite a bit of variation to work with. Strength and Charisma should be your main focuses, and Wisdom and Constitution may be helpful for some powers. Suggested Feat: Expert Meldshaper (Azurin/Human feat: Action Surge) Suggested Skills: Arcana, Athletics, Diplomacy, Religion Suggested At-Will Powers: Resonating strike, soul flare Suggested Soulmelds: Gloves of the poisoned soul, mauling gauntlets, thunderstep boots Suggested Daily Power: Invigorating channel

Guardian Soulborn
You are true to your defender role, focusing on protecting your allies. Your power comes mostly from your vitality and life force. Strength should be your highest ability score, followed by Wisdom, and Charisma as a third choice. Constitution is also useful. Suggested Feat: Powerful Resonance (Azurin/Human feat: Human Perseverance) Suggested Skills: Athletics, Heal, Perception, Religion Suggested At-Will Powers: Resonating strike, severing strike Suggested Soulmelds: Strongheart vest, thunderstep boots Suggested Daily Power: Stop the flow 18

Creating a Soulborn
Soulborn rely on Strength and Charisma for most of their key abilities and powers. Wisdom and Constitution are also useful for many powers, and a high Constitution score also provides extra hit points and healing surges. Like an incarnate, you will most likely want to spread you ability scores out to better adapt to changing situations. Soulborn start with three common builds: the free soul soulborn, the guardian soulborn, and the channeller soulborn.

Channeller Soulborn
You focus on your control powers, gaining a variety of abilities to compliment your defender role. Charisma should be your highest ability score, with Constitution as a secondary choice, followed by Strength. Wisdom is also useful. Spread your scores out enough that you can reshape and reinvest often. Suggested Feat: Melee Training (Azurin/Human feat: Action Surge) Suggested Skills: Arcana, Diplomacy, Endurance, Intimidate Suggested At-Will Powers: Shell-breaker, soul flare Suggested Soulmelds: Crystal helm, gloves of the poisoned soul Suggested Daily Power: Rockshard ring Level 1 2 3 6 7 10 13 16 17 22 23 27

Combat Soulmelds Known 2 2 4 4 6 6 6 6 6 6 6 6

Combat Soulmelds Shaped 1 1 2 2 3 3 3 3 3 3 3 3

Utility Soulmelds Known 2 2 4 4 6 6 8 8 10 10 10

Utility Soulmelds Shaped 1 1 2 2 3 3 4 4 5 5 5

Implements
Like incarnates, soulborn use of magic jewels to help channel and direct their incarnum powers. A soulborn wielding a magic jewel can add its enhancement bonus to the attack rolls and the damage rolls of soulborn powers, as well as soulborn paragon path powers, that have the implement keyword. Without a jewel, a soulborn can still use these powers, but he or she doesnt gain the bonus provided by the magic implement.

Essentia
Starting at third level, you have the ability to invest essentia into your combat soulmelds in order to make them more powerful. After first level, each time you would learn a new encounter attack power, you also learn the essentia investment of that level, as shown below. Each time you would replace an encounter power, you also replace the corresponding essentia investment. Investing essentia into a soulmeld takes a minor action. The investment lasts until the end of the encounter. You can invest only one level of essentia into each combat soulmeld you have shaped at a time, and each level of essentia can be invested only once per encounter. See individual soulmelds descriptions for the effect of each investment. If you replace another classs encounter attack power with soulborn combat soulmelds, you also gain the essentia investment of that powers level, which is always invested into that soulmeld. If you replace combat soulmelds with another classs power, you also lose the use of the essentia investment of the level of the power gained. Level 3 7 13 17 23 27 Essentia Investment Learned Minor Investment Lesser Investment Greater Investment Wellspring Investment Cascading Investment True Incarnum Investment

Soulborn Class Features


You have the following class features.

Meldshaping
At first level, in place of your level 1 encounter attack power, you learn how to shape two combat soulmelds. You can have only one combat soulmeld shaped at a time. After a short or extended rest, you can reshape your soulmeld(s). Whenever you would learn a new soulborn encounter attack power, you instead learn how to shape two additional combat soulmelds, and gain the ability to shape one additional combat soulmeld at a time. Whenever you would replace a soulborn encounter attack power, you gain no new combat soulmelds, but can replace one known soulmeld without using your retraining for that level. Whenever you would learn a soulborn utility power, you instead learn how to shape two utility soulmelds of that level. When you shape your soulmelds after an extended rest, you can shape one utility soulmeld you know for each utility power you would normally be allowed (one of each level you can shape). You can shape a lower level utility soulmeld in place of a higher level one if you so desire, but you cannot shape the same soulmeld twice. If you replace a soulborn encounter attack power or utility power with that of another class, you forget how to shape two soulmelds (combat or utility respectively) and learn the other power in its place. If you replace another classs encounter attack power or utility power with a soulborn power, you learn how to shape one soulmeld (combat or utility respectively) and can shape it each day. See also Essentia (below) for more on replacing soulborn encounter powers.

Soulborn Overview
Characteristics: You are tough and durable, and wear heavy armor. You are exceptional at protecting a single ally at a time, no matter the number of enemies threatening that ally. You also have great versatility, allowing you to, on some occasions, use abilities that would normally be left to other roles. Religion: Soulborn have many philosophies. Some pledge themselves to a specific god or goddess, others pay homage to those that coincide with their beliefs, and still others defy the gods, calling them false idols. Races: Azurin, dwarves, and dusklings make excellent soulborn, and the versatility of humans compliments that of the class. Dragonborn and half-elves also make very good soulborn. 19

Incarnum Defense
Your incarnum-fused soul dramatically affects your body and mind. Select one of the following and gain the listed change in appearance and bonus to saving throws: Fearless: Your eyes become orbs of solid gold in color, with no visible iris or pupil. You gain a +5 bonus to all saving throws against fear effects. Mobile: Your irises turn emerald green. You gain a +2 bonus to all saving throws against slowing, immobilizing, and restraining effects. Persevering: Your pupils glow red. You gains a +2 bonus to all saving throws against ongoing damage effects. Powerful: Your eyes become orbs of shadowy blackness, with no visible pupil or iris. You gains a +5 bonus to all saving throws against weakening effects.

Level 1 At-Will Channels


Soulborn Attack 1 You channel your resonance through your weapon, striking at the essence of your target. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Will Hit: 1[W] damage, and the target is slowed until the end of your next turn. If it is already slowed, it is immobilized instead. Level 21: 2[W] damage.

Resonating Strike

Soul Resonance
You can temporarily alter the resonance of nearby souls to match your own, giving you the advantage against enemies. You can use the soul resonance power to mark enemies that attack one of your allies, and you can use the resonating backlash power to slow enemies that ignore your marks.

Class Feature Powers


Your Soul Resonance class feature grants you the following power: Soulborn Feature Your allys essentia resonates with your energy. An attack against that ally leaves the attacker linked to you. At-Will Incarnum Minor Action Close burst 5 Target: One ally in burst Effect: You guard the target with your resonance until you use this power again. If any enemy attacks an ally guarded in this way, that enemy is marked by you after the attack. The mark lasts until the end of the encounter, or until the enemy makes an attack that both includes you as a target and does not include the ally you are guarding with your resonance as a target. A target market by you takes a -2 penalty to attack rolls on any attack that doesnt include you as a target (as normal for a marked creature).

Soulborn Attack 1 You strike at your opponent, disrupting its essentia. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target gains vulnerability against the next attack that damages it equal to your Wisdom modifier. Level 21: 2[W] + Strength modifier damage.

Severing Strike

Soul Resonance

Soulborn Attack 1 You force your way through your opponents defenses, revealing its weaknesses. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, the target takes a -1 penalty to all defenses, and all resistances the target has prevent your Constitution modifier + one-half your level less damage (minimum 0) until the end of your next turn. Level 21: 2[W] + Charisma modifier damage.

Shell-Breaker

Soul Flare

Soulborn Attack 1

Soulborn Feature Your enemys link to you causes it to be shaken when it attacks one of your allies instead of you. At-Will Incarnum Opportunity Action Close burst 10 Trigger: An enemy marked by you makes an attack that does not include you as a target. Target: The triggering creature in burst Effect: The target is slowed until the end of its next turn. If it is already slowed, it is immobilized instead. If it is already immobilized, it is restrained instead. In addition, the ally that you are guarding with your soul resonance power gains a +2 power bonus to his or her next attack roll again the target before the end of his or her next turn.

Resonating Backlash

You unleash a burst of pure blue light. At-Will Implement, Incarnum, Radiant Standard Action Close burst 1 Target: Each enemy in burst Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier radiant damage. Level 21: 2d6 + Charisma modifier damage.

Soulborn Attack 1 You fine-tune the frequency of the targets resonance, linking it even further to you. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength or Charisma modifier damage. If the target is marked by you, it takes a -4 penalty instead of a -2 penalty when it makes an attack that does not include you as a target. Level 21: 2[W] + Strength or Charisma modifier damage.

Frequency Strike

20

Soulborn Combat Soulmelds


Crystal Helm
You can use the crystal force power. The power changes based on the essentia invested in it. Combat Soulmeld You pull your enemy to you and strike it with resounding force, moving it to a more desirable position. Encounter Force, Incarnum, Weapon Standard Action Melee weapon Target: One creature up to 1 square out of reach Special: You can choose to pull the target 1 square before the attack, as long as it ends within reach of your weapon. If the target is not in reach after this pull, the attack does not take place. Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier force damage and you slide the target 1 square.

Crystal Force

True Incarnum Investment Target: One creature up to a number of squares equal to your Constitution modifier out of reach Special: You can choose to pull the target up to a number of squares equal to your Constitution modifier before the attack, as long as it ends within reach of your weapon. If the target is not in reach after this pull, the attack does not take place. Hit: 4[W] + Charisma modifier force damage and you slide the target up to a number of squares equal to your Constitution modifier.

Crystal Force

Gloves of the Poisoned Soul


You can use the poison touch power. The power changes based on the essentia invested in it.

Poison Touch

Combat Soulmeld

Minor Investment Hit: 2[W] + Charisma modifier force damage and you slide the target up to 2 squares.

Crystal Force

Your touch carries a deadly venom. Encounter Implement, Incarnum, Poison Standard Action Melee touch Target: One creature Attack: Charisma vs. Fortitude Hit: 1d4 + Charisma modifier poison damage, and ongoing 5 poison damage (save ends).

Lesser Investment Target: One creature up to a number of squares equal to your Constitution modifier out of reach Special: You can choose to pull the target up to a number of squares equal to your Constitution modifier before the attack, as long as it ends within reach of your weapon. If the target is not in reach after this pull, the attack does not take place.

Crystal Force

Minor Investment Hit: 1d10 + Charisma modifier poison damage, and ongoing 5 poison damage (save ends).

Poison Touch

Lesser Investment Hit: 1d10 + Charisma modifier poison damage, and ongoing 5 poison damage and the target takes a penalty to Fortitude defense equal to your Constitution modifier (save ends both).

Poison Touch

Greater Investment Target: One creature up to a number of squares equal to your Strength modifier out of reach Special: You can choose to pull the target up to a number of squares equal to your Constitution modifier before the attack, as long as it ends within reach of your weapon. If the target is not in reach after this pull, the attack does not take place. Hit: 2[W] + Charisma modifier force damage and you slide the target up to 2 squares.

Crystal Force

Greater Investment Hit: 1d10 + Charisma modifier poison damage, and ongoing 10 poison damage (save ends).

Poison Touch

Wellspring Investment Hit: 2d10 + Charisma modifier poison damage, and ongoing 5 poison damage (save ends), and the target is weakened until the end of your next turn..

Poison Touch

Wellspring Investment Hit: 4[W] + Charisma modifier force damage and you slide the target 1 square.

Crystal Force

Cascading Investment Hit: 3d10 + Charisma modifier poison damage, and ongoing 10 poison damage (save ends).

Poison Touch

Cascading Investment Target: One creature up to a number of squares equal to your Constitution modifier out of reach Special: You can choose to pull the target up to a number of squares equal to your Constitution modifier before the attack, as long as it ends within reach of your weapon. If the target is not in reach after this pull, the attack does not take place. Hit: 4[W] + Charisma modifier force damage and you slide the target up to 2 squares.

Crystal Force

True Incarnum Investment Hit: 3d10 + Charisma modifier poison damage, and ongoing 10 poison damage and the target is weakened (save ends both).

Poison Touch

21

Mauling Gauntlets
You can use the mauling smash power. The power changes based on the essentia invested in it. Combat Soulmeld You smash your enemies with great strength and will. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Special: You can score a critical hit with this attack on a roll of 19-20 Hit: 2[W] + Strength modifier damage.

Mauling Smash

Minor Investment Hit: 2[W] + Strength modifier + Charisma modifier damage.

Mauling Smash Mauling Smash

Lesser Investment Special: You can score a critical hit with this attack on a roll of 17-20 Greater Investment Special: You can score a critical hit with this attack on a roll of 17-20 Hit: 2[W] + Strength modifier + Charisma modifier damage.

Mauling Smash

Wellspring Investment Hit: 2[W] + Strength modifier + Charisma modifier damage and the target is dazed until the end of your next turn.

Mauling Smash

Lesser Investment Hit: 2[W] + Strength modifier damage, you can make a saving throw with a bonus equal to your Wisdom modifier, and you can spend a healing surge.

Strongheart Strike

Cascading Investment Hit: 3[W] + Strength modifier + Charisma modifier damage and the target is dazed until the end of your next turn.

Mauling Smash

True Incarnum Investment Special: You can score a critical hit with this attack on a roll of 17-20 Hit: 4[W] + Strength modifier + Charisma modifier damage.

Mauling Smash

Greater Investment Hit: 2[W] + Strength modifier damage, and you can spend a healing surge. Effect: You can make a saving throw with a bonus equal to your Wisdom modifier.

Strongheart Strike

Strongheart Vest
You can use the strongheart strike power. The power changes based on the essentia invested in it. Combat Soulmeld Your essentia guides you through a debilitating condition to deliver a mighty blow. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and you can make a saving throw with a bonus equal to your Wisdom modifier.

Wellspring Investment Hit: 3[W] + Strength modifier damage, and you can spend a healing surge and regain additional hit points equal to your Wisdom modifier. Effect: You can make a saving throw against each effect on you that a save can end.

Strongheart Strike

Strongheart Strike

Cascading Investment Hit: 4[W] + Strength modifier damage, and you can spend a healing surge and regain additional hit points equal to your Wisdom modifier. Effect: You can make a saving throw with a bonus equal to your Wisdom modifier.

Strongheart Strike

Minor Investment Hit: 2[W] + Strength modifier damage. Effect: You can make a saving throw with a bonus equal to your Wisdom modifier.

Strongheart Strike

True Incarnum Investment Hit: 4[W] + Strength modifier damage, and you can spend a healing surge and regain additional hit points equal to your Wisdom modifier. Effect: You can make a saving throw with a bonus equal to your Wisdom modifier against each effect on you that a save can end.

Strongheart Strike

22

Thunderstep Boots
You can use the thundering charge power. The power changes based on the essentia invested in it. Combat Soulmeld Your charge bombards the target with a sonic boom. Encounter Incarnum, Weapon, Thunder Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Special: You must charge as part of this attack. You do not provoke opportunity attacks for moving during this charge. Hit: 2[W] + Strength modifier thunder damage and the target is deafened until the end of your next turn.

Thundering Charge

Minor Investment Hit: 2[W] + Strength modifier thunder damage and the target is slowed until the end of your next turn.

Thundering Charge

Lesser Investment Hit: 2[W] + Strength modifier thunder damage and the target is dazed until the end of your next turn.

Thundering Charge

Greater Investment Hit: 2[W] + Strength modifier thunder damage and the target is stunned until the end of your next turn.

Thundering Charge

Wellspring Investment Standard Action Close burst 1 Special: You must charge as part of this attack. You do not provoke opportunity attacks for moving during this charge. You gain the bonus to attack from charging only against the target you charge. Hit: 2[W] + Strength modifier thunder damage and the target is slowed until the end of your next turn.

Thundering Charge

Cascading Investment Hit: 4[W] + Strength modifier thunder damage and the target is dazed until the end of your next turn.

Thundering Charge

True Incarnum Investment Standard Action Close burst 1 Special: You must charge as part of this attack. You do not provoke opportunity attacks for moving during this charge. You gain the bonus to attack from charging only against the target you charge. Hit: 2[W] + Strength modifier thunder damage and the target is stunned until the end of your next turn.

Thundering Charge

23

Level 1 Daily Channels


Soulborn Attack 1 Your feet sink into the ground, allowing you to put the full force of your will behind your assault. The ground opens for your own movements, but keeps you still when you are attacked. Daily Incarnum, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Fortitude Hit: 3[W] + Charisma modifier damage and for the remainder of the encounter, you cannot be pulled, pushed, or slid.

Level 5 Daily Channels

Grounding Assault

Soulborn Attack 1 You channel incarnum through your root chakra, granting your attack energy and leaving you invigorated. Daily Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage, and you gain temporary hit points equal to 5 + Wisdom modifier. Miss: Half damage, and you gain temporary hit points equal to your Wisdom modifier.

Invigorating Channel

Soulborn Attack 1 A burst of swirling black rocks explodes forth from the ground around you, striking at your enemies and creating a ring of swirling earth around you, striking all that try to leave or enter. Daily Implement, Incarnum, Zone Standard Action Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier damage. Effect: Until the end of your next turn, each square that is exactly 2 squares from the burst origin becomes a zone filled with swirling rocks. A creature that moves into or ends its turn within the zone takes damage equal to your Constitution modifier and is slowed until the end of its next turn. You can dismiss the effect as a minor action. Sustain Minor: The effect persists.

Rockshard Ring

Soulborn Attack 1 Your enemys essentia flow is severely disrupted as you strike it with deadly force. Daily Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If the target is marked by you, the target is stunned and takes a -2 penalty to saving throws until the end of your next turn. Miss: Half damage, and if the target is marked by you, it is dazed until the end of your next turn.

Stop the Flow

24

Level 2 Utility Soulmelds


Fearsome Mask
You can use the fearsome gaze power. Utility Soulmeld 2 Your gaze brings terror to the hearts of all that look into your eyes. Daily Incarnum Minor Action Personal Effect: You gain a +4 power bonus to Intimidate checks against targets that can see you until the end of the encounter.

Fearsome Gaze

Hunter's Circlet
You can use the hunters precision power. Utility Soulmeld 2 You ignore the terrain advantages of your enemies. Daily Incarnum, Stance Minor Action Personal Effect: Until this stance ends, your attacks ignore any penalties from cover and concealment (but not superior cover or total concealment) and you ignore difficult terrain when you charge.

Hunters Precision

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Totemist
Power walks the earth in many forms, but it is the great beast lords that are most willing to share that power.

Class Traits
Role: Striker. Your feral powers allow you to tear apart your foes. You tend to stand your ground in battle, though your totem beast may change that. Power Source: Incarnum. You channel and shape the souls of beast lords: mostly magical beasts and some powerful and exotic beasts with a natural origin. You create soulmelds that you can claim as totem beasts, granting you the might of the creatures you revere. Key Abilities: Strength, Wisdom, Constitution Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, sling, shortbow Implements: Jewels, Totems Bonus to Defenses: +1 Fortitude, +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Nature. From the class skill list below, choose three more trained skills at 1st level. Class skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex). Build Options: Primal Totemist, Spiritual Totemist Class Features: Meldshaping, Essentia, Totem Beast, Totems Protection, Tough Skin Totemists are spiritual leaders, wild hunters, and fierce warriors. They channel and shape the soul energy of magical beasts and claim them as totems to gain a share in their power. As a totemist, you are a hardy combatant, but have little ability to protect your allies besides hindering your enemies. Your allies benefit from your presence, not through direct inspiration, but through your weakening of foes. Your greatest strength is in the direct defeat of your enemies. Your soulmelds and totem grant you a wide array of abilities with which you can achieve this goal. The power of the great magical beasts flows through you. The roar of a dragonne, the petrifying gaze of a basilisk, the flight of a pegasus, the shifting image of a displacer beast All at your finger tips.

Primal Totemist
Youre wild, tough, and dangerous. You stand at the front lines with the other warriors and rend your enemies with claw, fang, and weapon. Youre not the toughest warrior of them all, but you really know how to hit where it hurts. Strength should be your highest ability score, followed closely by Constitution. Wisdom should be your third choice. Suggested Feat: Toughness (Azurin/Human feat: Human Perseverance) Suggested Skills: Athletics, Endurance, Intimidate, Perception Suggested At-Will Powers: Beasts grasp, maul Suggested Soulmelds: Rageclaws, urskan greaves Suggested Primal Soulmelds: Bloodtalons, heart of fire

Creating a Totemist
Totemists rely primarily on Strength or Wisdom, and most of their abilities benefit from a high Constitution, allowing them to put a high score in the ability that gives them hit points and healing surges without sacrificing power. Dexterity is often useful as well. Like Incarnates and Soulborn, but to a lesser degree, spreading out ability scores allows totemists to take full advantage of their versatility. Totemists start with two common builds: The primal totemists and the spiritual totemist.

Spiritual Totemist
You fight ferociously when called upon, but you prefer to fight with cunning rather than brute strength. You are most likely a spiritual leader among your people, but you lead by example rather than with sage advice. Thus, though you sometimes resemble the Leader role in style, you only lightly touch upon its abilities. Wisdom should be your highest score, followed by 26

Constitution. Strength is useful to you as well. Suggested Feat: Totemic Clarity (Azurin/Human feat: Action Surge) Suggested Skills: Endurance, Heal, Insight, Perception Suggested At-Will Powers: Feral strike, instinctual strike Suggested Soulmelds: Beast tamer circlet, worg pelt Suggested Primal Soulmelds: Disenchanter mask, winter mask

If you replace a totemist encounter or daily attack power with that of another class, you forget how to shape two soulmelds (combat or primal respectively) and learn the other power in its place. If you replace another classs encounter or daily attack power with a totemist power, you learn how to shape one soulmeld (combat or primal respectively) and may shape it each day. See also Essentia (below) for more on replacing totemist encounter powers. Combat Soulmelds Known 2 4 4 6 6 6 6 6 6 6 6 6 6 Combat Soulmelds Shaped 1 2 2 3 3 3 3 3 3 3 3 3 3 Primal Soulmelds Known 2 2 4 4 6 6 6 6 6 6 6 6 6 Primal Soulmelds Shaped 1 1 2 2 3 3 3 3 3 3 3 3 3

Implements
Totemists can make use of magic jewels and totems to help channel and direct their incarnum powers. A totemist wielding a magic jewel or magic totem can add its enhancement bonus to the attack rolls and the damage rolls of totemist powers, as well as totemist paragon path powers, that have the implement keyword. Without a jewel or totem, a totemist can still use these powers, but he or she doesnt gain the bonus provided by the magic implement.

Level 1 3 5 7 9 13 15 17 19 23 25 27 29

Totemist Overview
Characteristics: You hit hard, and stand your ground. Youre less mobile than other strikers, but tougher to make up for it. Like all incarnum characters, you have a huge variety of powers to choose from, and can customize on the fly, letting you change tactics as the situation dictates. Religion: Most totemists worship the spirits of magical beasts, invoking them through prayers even as they bind their power into their soulmelds and through their totem. Some follow deities of nature, or whatever religion their tribe follows. Races: Any race with a strong tribal background can produce totemists, though dusklings make up the majority of totemists. Dwarves make excellent totemists, but their society rarely produces them.

Essentia
Starting at third level, you have the ability to invest essentia into your combat soulmelds in order to make them more powerful. After first level, each time you would learn a new encounter attack power, you also learn the essentia investment of that level, as shown below. Each time you would replace an encounter power, you also replace the corresponding essentia investment. Level 3 7 13 17 23 27 Essentia Investment Learned Minor Investment Lesser Investment Greater Investment Wellspring Investment Cascading Investment True Incarnum Investment

Totemist Class Features


You have the following class features.

Meldshaping
At first level, in place of your level 1 encounter attack power, you learn how to shape two combat soulmelds. You can have only one combat soulmeld shaped at a time. After a short or extended rest, you can reshape your soulmeld(s). Whenever you would learn a new totemist encounter attack power, you instead learn how to shape two additional combat soulmelds, and gain the ability to shape one additional combat soulmeld at a time. Whenever you would replace a totemist encounter attack power, you gain no new combat soulmelds, but may replace one known soulmeld without using your retraining for that level. Whenever you would learn a daily totemist attack power, you instead learn how to shape two primal soulmelds of that level. Whenever you would replace a totemist daily power, you replace all of the primal soulmelds you know of that level with two new primal soulmelds of the new level. When you shape your soulmelds after an extended rest, you can shape one primal soulmeld you know for each daily totemist attack power you would normally be allowed (one of each level you can shape, up to three maximum). You can shape a lower level primal soulmeld in place of a higher level one if you so desire, but you may not shape the same soulmeld twice.

Investing essentia into a soulmeld takes a minor action. The investment lasts until the end of the encounter. You can invest only one level of essentia into each combat soulmeld you have shaped at a time, and each level of essentia can be invested only once per encounter. See individual soulmelds descriptions for the effect of each investment. If you replace another classs encounter attack power with totemist combat soulmelds, you also gain the essentia investment of that powers level, which is always invested into that soulmeld. If you replace combat soulmelds with another classs power, you also lose the use of the essentia investment of the level of the power gained.

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Totem Beast
You have the ability to take a magical beast as your totem beast, granting you special abilities and physical qualities related to that beast. Each time you shape your soulmelds, and after each short rest, select one primal soulmeld you have shaped. You gain the totem benefits of that soulmeld until you select another totem or reshape your soulmelds.

Totems Protection
You can use totems protection as an encounter power in order to temporarily ignore an effect.

Tough Skin
While you are wearing light or no armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Class Feature Powers


Your Totems Protection feature gives you access to the following power: Totemist Feature Your connection to your totem beast grants you the ability to ignore a debilitating effect. Encounter Incarnum Special: This power recharges when you use your second wind. Free Action Personal Special: Usable only at the start of your turn. Effect: One effect that a save can end does not affect you (no ongoing damage, no status effects, etc.) until the end of your turn, at which point you gain a bonus equal to your Constitution modifier to the save against the effect.

Totems Protection

Level 1 At-Will Channels


Totemist Attack 1 You lock your enemy in a deadly grip. At-Will Incarnum, Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. Reflex Hit: 1[W] damage and you grab the target. Special: If the target is already grabbed by you, you gain a +2 bonus to your attack roll. If you hit, you can sustain the grab as a free action. Level 21: 2[W] damage.

Totemist Attack 1 You see through your enemys defenses, striking where it is weakest and exposing it to your allies. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom + 1 vs. AC Hit: 1[W] + Wisdom modifier damage and the target takes a -1 penalty to AC and Fortitude until the end of your next turn. Level 21: 2[W] + Wisdom modifier damage.

Feral Strike

Beasts Grasp

Totemist Attack 1 You give in to your bestial instinct and lash out at your enemy. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Fortitude Hit: 1[W] + Wisdom modifier damage and you gain temporary hit points equal to your Constitution modifier. Level 21: 2[W] + Wisdom modifier damage.

Instinctual Strike

Totemist Attack 1 You let out a mighty roar, striking an enemy with sonic might. The sound is frightening to your enemies. At-Will Implement, Incarnum, Thunder Standard Action Close burst 2 Target: One creature in burst Attack: Strength or Wisdom vs. Will Hit: 1d8 + Strength or Wisdom modifier thunder damage, and each enemy in the burst takes a -1 penalty to the next attack roll it makes before the start of your next turn. Level 21: 2d8 + Strength or Wisdom modifier thunder damage.

Beasts Roar

Totemist Attack 1 You throw your weight into a brutish attack. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier + Constitution modifier damage. Level 21: 2[W] + Strength modifier + Constitution modifier damage.

Maul

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Totemist Combat Soulmelds


Beast Tamer Circlet
You can use the blood slash power. The power changes based on the essentia invested in it. Combat Soulmeld Your attack scares your enemy into keeping its distance. Encounter Fear, Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Will Hit: 1[W] + Wisdom modifier damage and you can push the target 1 square. The target cannot voluntarily move closer to you until the end of your next turn.

Rageclaws
You can use the furious rake power. The power changes based on the essentia invested in it. Combat Soulmeld You channel the fury of the beast lords. Encounter Incarnum, Weapon Standard Action Melee 1 Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage and you grab the target.

Furious Rake

Taming Strike

Minor Investment Hit: 2[W] + Strength modifier damage and you grab the target. The target takes a -2 penalty to escape (until escape).

Furious Rake

Minor Investment Hit: 1[W] + Wisdom modifier damage, you can push the target 1 square, and it is dazed until the end of your next turn.

Taming Strike

Lesser Investment Hit: 1[W] + Wisdom modifier damage and you can push the target up to a number of squares equal to your Constitution modifier. The target cannot voluntarily move closer to you until the end of your next turn.

Taming Strike

Lesser Investment Hit: 2[W] + Strength modifier damage and you grab the target. The target takes a -2 penalty to escape (until escape). Special: If the target is already grabbed by you, you gain a +2 bonus to your attack roll and you can add your Constitution modifier to the damage. If you hit, you can sustain the grab as a free action.

Furious Rake

Taming Strike

Encounter Charm, Incarnum, Weapon Hit: 1[W] + Wisdom modifier damage, you can slide the target 1 square, and it makes a melee basic attack as a free action against the target of your choice. Wellspring Investment Hit: 2[W] + Wisdom modifier damage, you can push the target 1 square, and it is stunned until the end of your next turn.

Greater Investment

Greater Investment Hit: 2[W] + Strength modifier damage and you grab the target. If you have already grabbed the target, it is restrained instead of immobilized (until escape). Special: If the target is already grabbed by you, you gain a +2 bonus to your attack roll and you can add your Constitution modifier to the damage. If you hit, you can sustain the grab as a free action.

Furious Rake

Taming Strike

Taming Strike

Encounter Charm, Fear, Incarnum, Weapon Hit: 2[W] + Wisdom modifier damage, you can slide the target 1 square, and it makes a melee basic attack as a free action against the target of your choice. The target cannot voluntarily move closer to you (save ends). True Incarnum Investment Hit: 3[W] + Wisdom modifier damage and you can push the target up to a number of squares equal to your Constitution modifier. The target cannot voluntarily move closer to you (save ends).

Cascading Investment

Wellspring Investment Hit: 2[W] + Strength modifier + Constitution modifier damage and you grab the target. The target takes a -5 penalty to escape (until escape). If you have already grabbed the target, it is restrained instead of immobilized (until escape). Special: If the target is already grabbed by you, you gain a +2 bonus to your attack roll. If you hit, you can sustain the grab as a free action.

Furious Rake

Taming Strike

Cascading Investment Hit: 3[W] + Strength modifier + Constitution modifier damage and you grab the target. The target takes a -5 penalty to escape and takes ongoing 5 damage (until escape). If you have already grabbed the target, it is restrained instead of immobilized (until escape).

Furious Rake

True Incarnum Investment Hit: 3[W] + Strength modifier + Constitution modifier damage and you grab the target. The target takes a -5 penalty to escape and takes ongoing 5 damage (until escape). If you have already grabbed the target, it is restrained instead of immobilized (until escape). Special: If the target is already grabbed by you, you gain a +2 bonus to your attack roll. If you hit, you can sustain the grab as a free action.

Furious Rake

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Urskan Greaves
You can use the urskan battle charge power. The power changes based on the essentia invested in it. Combat Soulmeld You trample over your enemies with the might of an urskan warrior. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Special: You can use this power at the end of a charge, in place of a melee basic attack. Hit: 2[W] + Strength modifier damage, and you can shift 2 squares. You can move through the targets space during this shift, but you cant end there.

Urskan Battle Charge

True Incarnum Investment Hit: 4[W] + Strength modifier + Constitution modifier damage, and you push the target 1 square and knock it prone. You can shift a number of squares equal to your Constitution modifier. You can move through the targets space during this shift, but you cant end there.

Urskan Battle Charge

Worg Pelt
You can use the howl of the worg power. The power changes based on the essentia invested in it. Combat Soulmeld You let out a terrifying howl before lunging at your enemy. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage and the target takes a penalty equal to your Constitution modifier to all defenses until the end of your next turn.

Howl of the Worg

Minor Investment Hit: 2[W] + Strength modifier + Constitution modifier damage, and you can shift 2 squares. You can move through the targets space during this shift, but you cant end there.

Urskan Battle Charge

Howl of the Worg


Lesser Investment Hit: 1[W] + Strength modifier + Constitution modifier damage, and you can shift 2 squares. You can move through the targets space during this shift, but you cant end there. If you do shift through the targets space as part of this movement, the target is also knocked prone.

Minor Investment

Urskan Battle Charge

Attack: Wisdom vs. Fortitude Lesser Investment Hit: 1[W] + Wisdom modifier damage, you knock the target prone, and it takes a penalty equal to your Constitution modifier to all defenses until the end of your next turn..

Howl of the Worg

Greater Investment Special: You must charge as part of this attack. You do not provoke opportunity attacks for moving during this charge. Hit: 1[W] + Strength modifier + Constitution modifier damage, and you can shift 2 squares. You can move through the targets space during this shift, but you cant end there. If you do shift through the targets space as part of this movement, the target is also knocked prone.

Urskan Battle Charge

Howl of the Worg

Greater Investment

Attack: Wisdom vs. Fortitude Hit: 1[W] + Wisdom modifier damage and the target takes a penalty equal to your Constitution modifier to all defenses until the end of your next turn. One ally that can hear you can make a saving throw.

Howl of the Worg

Wellspring Investment

Wellspring Investment Hit: 3[W] + Strength modifier + Constitution modifier damage, and you push the target up to 2 squares. You can shift a number of squares equal to your Constitution modifier. You can move through the targets space during this shift, but you cant end there.

Urskan Battle Charge

Attack: Wisdom vs. Fortitude Hit: 2[W] + Wisdom modifier damage, the target is knocked prone, and it takes a penalty equal to your Constitution modifier to all defenses until the end of your next turn.

Howl of the Worg

Cascading Investment

Cascading Investment Special: You must charge as part of this attack. You do not provoke opportunity attacks for moving during this charge. Hit: 3[W] + Strength modifier + Constitution modifier damage, and you can shift 2 squares. You can move through the targets space during this shift, but you cant end there. If you do shift through the targets space as part of this movement, the target is also knocked prone.

Urskan Battle Charge

Attack: Wisdom vs. Fortitude Hit: 3[W] + Wisdom modifier damage, the target is knocked prone, and it takes a penalty equal to your Constitution modifier to all defenses until the end of your next turn.

Howl of the Worg

True Incarnum Investment

Attack: Wisdom vs. Fortitude Hit: 3[W] + Wisdom modifier damage and the target is dazed and takes a penalty equal to your Constitution modifier to all defenses until the end of your next turn. One ally that can hear you can make a saving throw.

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Level 1 Primal Soulmelds


Bloodtalons
You can use the blood slash power. Totem Benefits: You grow talons on each hand. These talons count as natural weapons with the off-hand and brutal 1 properties that deal 1d8 damage, with a +3 proficiency bonus. Once per round, one attack you make with your talons, or one attack you make that has the implement keyword, deals an additional 1d4 damage to a single target, or an additional 1d8 damage if you or the target is bloodied. You decide weather or not to apply the extra damage after making the normal damage roll. The extra damage increases to 2d4, or 2d8 if you or the target is bloodied, at 11th level. Primal Soulmeld 1 Your blood fuels your fury. Encounter Incarnum, Weapon Immediate Interrupt Melee weapon Trigger: You drop to 0 hit points or fewer. Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. Effect: You do not fall unconscious for being at 0 hit points or fewer until the end of your next turn.

Primal Soulmeld 1 Your attack seals your enemys essentia, keeping it from benefitting from any positive alterations in its life force. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. Fortitude Hit: 3[W] + Wisdom modifier damage, and the target cannot benefit from any power bonuses, recover hit points, or gain temporary hit points (save ends). Miss: Half damage and the target cannot benefit from any power bonuses, recover hit points, or gain temporary hit points until the end of your next turn Effect: Before the damage from this attack applies, the target loses all temporary hit points.

Cleansing Strike

Blood Slash

Heart Of Fire
You can use the fiery nimbus power. Totem Benefits: Once per round, one attack that you make deals an additional 1d8 fire damage to a single target. This extra fire damage increases to 2d8 at 11th level. You decide weather or not to apply the extra damage after making the normal damage roll. Primal Soulmeld 1 Your body bursts into flames, searing those foolish enough to remain near you. Encounter Fire, Incarnum, Stance Minor Action Personal Effect: Until this stance ends, any enemy that begins its turn adjacent to you takes 1d8 + Constitution modifier fire damage.

Fiery Nimbus

Disenchanter Mask
You can use the cleansing strike power. Totem Benefits: Your mask has a long, forked tongue. This tongue counts as a natural weapon with the reach property that deals 1d8 psychic damage, with a +2 proficiency bonus. Any attack you make with the tongue gains the psychic keyword. Once per round when you strike an enemy with this tongue, you can also choose to temporarily borrow some of its personal essentia. If you do, you gain 1 disenchanter charge. You can have up to 3 disenchanter charges at any one time, and they last until the end of the encounter. When you make an attack with your tongue or with a power with the implement keyword, you can expend all of your built up disenchanter charges on a single target of that attack. If you do, you deal an additional 2d6 points of damage per charge to that target. This damage increases to 3d6 per charge at 11th level. You cannot borrow essentia and expend charges during the same round. You decide weather or not to borrow essentia or expend your charges after making the normal damage roll.

Winter Mask
You can use the frost wolf breath power. Totem Benefits: Your unarmed strike gains a +3 proficiency bonus and deals an additional 1d8 cold damage. This extra damage is included in each [W]. Any attack you make with your unarmed strike gains the cold keyword. Once per round, one attack that you make with your unarmed strike or a power that has the implement keyword deals an additional 1d4 points of cold damage to a single target and that target grants combat advantage to the attacker during any attack against it that has the cold keyword until the end of your next turn. At 11th level or higher, the extra cold damage is 2d4 instead. You decide weather or not to apply this effect after making the normal damage roll. Primal Soulmeld 1 Your breath is a gust of icy wind that bites at your enemies. Encounter Cold, Implement, Incarnum Standard Action Close blast 3 Target: Each enemy in blast Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier cold damage and the target is slowed (save ends). Miss: Half damage and the target is slowed until the end of your next turn.

Frost Wolf Breath

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Level 5 Primal Soulmelds


Basilisk Mask
You can use the petrifying gaze power. Totem Benefits: As long as both of your hands are free, your unarmed strike gains a +2 proficiency bonus, has the brutal 1 property, and deals 2d6 damage instead of 1d4. Once per round, one attack that you make with your unarmed strike or a power that has the implement keyword deals an additional 1d8 points of poison damage to a single target. At 11th level or higher, the extra poison damage is 2d8 instead. You decide weather or not to apply this effect after making the normal damage roll. Primal Soulmeld 5 You gaze at a creature and it begins to turn to stone from the venom in your eyes. Encounter Implement, Incarnum, Psychic Standard Action Close burst 3 Target: One creature within burst Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier psychic damage and the target is immobilized (save ends). First Failed Save: The target is petrified (save ends). Miss: Half damage and the target is slowed (save ends).

Girallion Arms
You can use the four claw rend power. Totem Benefits: You grow an extra, insubstantial, set of arms. These arms can be used to carry objects, but cannot use them. You can use the girallion arms power as long as one of your extra hands is free.

Four Claw Rend

Primal Soulmeld 5

Petrifying Gaze

You attack wildly with many light blows. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One or two creatures Attack: Strength vs. AC, four attacks (split between the targets) Hit: 1[W] + Strength modifier damage. Effect: If at least two attacks hit one target, it takes additional damage equal to your Constitution modifier.

Displacer Mantle
You can use the petrifying gaze power. Totem Benefits: Your mantle grows two tentacles, like those of a displacer. These tentacles count as natural weapons with the reach and off-hand properties that deal 1d6 damage, with a +2 proficiency bonus. You can make opportunity attacks with your tentacles against enemies that are within 2 squares. You can use your Wisdom modifier in place of your Strength modifier for the attack and damage rolls of all opportunity attacks you make with your tentacles. Once per round, you can choose to deal an additional 1d4 damage when you hit with such an attack. The extra damage increases to 2d4 at 11th level. You decide weather or not to apply the extra damage after making the normal damage roll. In addition, when an adjacent enemy shifts, you can shift 1 square into a space it just left as an immediate reaction. Primal Soulmeld 5 You appear to be where you are not. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Special: Your target grants you combat advantage during this attack Hit: 2[W] + Wisdom modifier damage. Effect: All melee and ranged attacks that would hit you have a 50% chance to miss you instead. Each time a melee or ranged attack misses you as a result of this effect, reduce the chance by 25%, and you can shift 1 square. This effect ends when the chance is reduced to 0%, after 5 minutes, or until the end of the encounter, whichever comes first.

Totem Benefit Power Your second pair of arms make a quick strike. At-Will Implement, Incarnum Minor Action Melee 1 Special: This power can be used only once per round. Target: One creature Attack: Strength vs. AC Hit: 5 damage. Special: The damage dealt by this attack cannot be increased by any modifiers or bonuses, including extra damage from any ability, power, or item. Increase damage to 10 at 11th level.

Girallion Arms

Displacement Strike

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Wormtail Belt
You can use the awesome blow power. Totem Benefits: You have a tail stinger that counts as a natural weapon that deals 1d10 damage and has a +3 proficiency bonus. While you are conscious, you gain a +1 shield bonus to Armor Class. Once per round, when you make an attack using your tail stinger, you can also choose to poison a single target that you hit. If you do, that target takes 3 ongoing poison damage (save ends). This ongoing damage increases to 6 at 11th level. Primal Soulmeld 5 You lash out with the might of the purple worm. Encounter Incarnum, Reliable, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage and you push the target a number of squares equal to your Constitution modifier and knock it prone.

Awesome Blow

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Level 2 Utility Channels


Totemist Utility 2 You call on your totem to give you clarity in battle as you refocus yourself. Encounter Incarnum Free Action Personal Trigger: You spend your second wind Effect: You make a saving throw with a bonus equal to your Constitution modifier and gain a +2 power bonus to your next attack roll before the end of your next turn.

Beastly Focus

Totemist Utility 2 Though battered, you move with purpose. Daily Incarnum, Stance Minor Action Personal Effect: Until the stance ends, while you are bloodied, your speed increases by 2 and you can shift 2 squares as a move action.

Tireless

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Chapter Three: Feats


Heroic Tier Feats
Essential Arcana
Prerequisites: Trained in Arcana, ability to use jewels as implements for the powers of an incarnum class Benefit: Choose one implement from the following list: orb, rod, staff, tome, or wand. You can use that implement for any incarnum power that has the implement keyword. You also gain a +2 feat bonus to Arcana checks.

Totemic Clarity [Totemist]


Prerequisites: Totemist, Meldshaping class feature, Totem class feature Benefit: Choose one primal soulmeld of every level you know. You learn how to shape this soulmeld. Each time you gain a new level of primal soulmelds, you learn one extra soulmeld of that level (in other words, learn three instead of two). This feat doesnt change the number of primal soulmelds you can have shaped at any time. You also gain a +2 feat bonus to Nature checks.

Essential Divinity
Prerequisites: Trained in Religion, ability to use jewels as implements for the powers of an incarnum class Benefit: You can use a holy symbol as an implement for any incarnum power that has the implement keyword. You also gain a +2 feat bonus to Religion checks.

Expanded Current [Incarnate]


Prerequisites: Incarnate, Capture the Current class feature Benefit: Once per encounter, when you use the capture the current power, you can choose to grant the target a saving throw instead of temporary hit points.

Expert Meldshaper [Incarnate]


Prerequisites: Incarnate, Meldshaping class feature Benefit: When you take this feat, you learn how to shape additional combat soulmelds of any class to which you belong that shapes combat soulmelds and from which you have the Meldshaping class feature. You gain one extra soulmeld for each tier of play (at 1st, 11th, and 21st level). This feat doesnt change the number of combat soulmelds you can have shaped at any time.

Powerful Resonance [Soulborn]


Prerequisites: Soulborn, Soul Resonance class feature Benefit: Your soul resonance power becomes burst 20.

Share Radiance [Incarnate]


Prerequisites: Incarnum Radiance class feature, Wis 15 Benefit: When you use a power granted by your Incarnum Radiance class feature, you may affect one ally within 5 squares as well as yourself. The bonus still lasts until the start of your next turn.

The Basics [Totemist]


Prerequisites: Totemist, Totem class feature Benefit: As long as you wear light or no armor, you gain a +1 bonus to all attack rolls with simple melee weapons, and you treat all such weapons as if they have the high crit property and belong to the Unarmed category.

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Paragon Tier Feats


Destructive Resonance [Soulborn]
Prerequisites: 11th level, Soulborn, Soul Resonance class feature Benefit: The target of your resonating backlash also takes damage equal to your Wisdom modifier.

Greater Flow [Incarnate]


Prerequisites: 16th level, Incarnate, Incarnum Flow class feature Benefit: You may affect two targets with your incarnum flow power.

36

Epic Tier Feats


Weakening Resonance [Soulborn]
Prerequisites: 21st level, Soulborn, Soul Resonance class feature Benefit: The target of your resonating backlash is also weakened until the end of its next turn.

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Multiclass Feats
Incarnum Initiate [Multiclass Incarnate]
Prerequisites: Int 13 or Wis 13 Benefit: You gain training in the Arcana skill. If you are already trained in Arcana, you gain training in one skill from the incarnates class list. You can use incarnum flow once per day. You can use a jewel as an implement for an incarnate power or an incarnate paragon path power.

Student of the Soul [Multiclass Soulborn]


Prerequisites: Str 13, Cha 13 Benefit: You gain training in the Insight skill. If you are already trained in Insight, you gain training in one skill from the soulborns class list. You can use the soul resonance class feature power once per encounter. When you do, the effect lasts until the end of your next turn. You can use resonating backlash against any target marked by this use of soul resonance until the end of your next turn. You can use a jewel as an implement for a soulborn power or a soulborn paragon path power.

Totem Initiate [Multiclass Totemist]


Prerequisites: Con 13 Benefit: You gain training in the Nature skill. If you are already trained in nature, you gain training in one skill from the totemists class list. Choose a 1st level primal soulmeld. You can use that soulmelds totem benefits once per encounter as a free action at the start of your turn as if you had the Totem class feature. The benefits last until the start of your next turn. If you are able to shape at least one primal soulmeld, you must choose a soulmeld you know (of any level), instead of any 1st level primal soulmeld, and you benefit from the totem only if that soulmeld is shaped. If you did not know any, but later learn one, you must immediately change your choice to that soulmeld. You can use a jewel as an implement for a totemist power or totemist paragon path power.

Versatile Current [Multiclass Any Leader]


Prerequisites: Wis 13, Incarnate, Capture The Current class feature, any other class with the role Leader Benefit: You can treat powers you use from any class with the Leader role besides Incarnate as if they had the Flow keyword.

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Chapter Four: Magic Items


The magic items presented here use the same rules as those in the Players Handbook and in the Adventurers Vault supplement.

Jewels
A jewel is one or more semi-precious or precious gemstones, usually set into a metal ornament, and typically hung from a chain or cord. Jewels range in size, shape, and color, from simple stones hung from chains to elaborate sets of rare gems set into majestic platinum symbols. You cant make melee attacks with a jewel. If you can wield a jewel as an implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through the jewel, and you can use its properties and powers. Otherwise, you gain no benefit from wielding a jewel (though if its shiny, you might be able to sell it for a more suitable weapon). Mundane jewels can be purchased for as little as 10 gold pieces, and typically weigh around 2 lbs. Level 1+ This simple jewel enhances the use of incarnum energy. Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Implement (Jewel) Enhancement: Attack rolls and damage rolls Critical: +1d6 per plus

Magic Jewel

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Chapter Five: Monsters


The monsters presented here follow the format in the Monster Manual, except that instead of symbols to designate attack power types, use the following key: melee (M), ranged (R), close (C), area (A), basic melee {M}, basic ranged {R}.

Totem Giant Lore


Arcana DC 15: Totem giants are infused with incarnum. They were the first totemists, drawing power from the souls of powerful beasts. Arcana DC 20: Typically, a tribe of totem giants holds a few specific kinds of beast lords in high regard, and their soulmelds are drawn from the abilities of those creatures. The beasts revered by a particular tribe are depicted on totem poles within the giants camp, and in the many tattoos that adorn their bodies. Large groups of totem giants typically travel with one or more of the beast lords that the tribe reveres.

Giant, Totem
Totem giants are giants who revere magical beasts and have learned how to draw their power into themselves through the use of incarnum. Totem Giant Level 14 Brute Large natural humanoid XP 1,000 Initiative +10 Senses Perception +12 HP 168; Bloodied 84 AC 26; Fortitude 27, Reflex 24, Will 26 Speed 8 {M} Greatclub (standard; at-will) Reach 2; +16 vs. AC; 2d8+6 damage. (R) Hurl Rock (standard; at-will) Ranged 8/16; +16 vs. AC; 2d6+6 damage. (M) Rage Strike (standard; encounter) Reach 2; +16 vs. AC; 4d8+6 damage, and the target is knocked prone. Greater Investment: The attack deals half damage on a miss. (C) Frost Helm Trill (minor; encounter) Close burst 2; +12 vs. Will; the target takes a -2 penalty to all attack rolls until the end of the totem giants next turn. Greater Investment: The totem giant gains a +2 bonus to all attack rolls with this power. Greater Investment (minor; encounter) The totem giant invests its greater essentia into one of its other powers until the end of its next turn. Each other power describes any benefits this has. Totems Protection (free action at the start of the totem giants turn; encounter) The totem giant ignores one effect that a save can end (no ongoing damage, no status effects, etc.) until the end of its turn, at which point it makes a save against that effect as normal. Alignment Evil Languages Giant Skills Athletics, Nature +17 Str 23 (+13) Dex 16 (+10) Wis 20 (+12) Con 18 (+11) Int 9 (+6) Cha 9 (+6) Equipment hide armor, greatclub

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