html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd" SRD - Encarnado

Clases de personajes

ENCARNADO

Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds.

You embody the alignment ideal that you hold most dear (good, evil, law, or chaos): not only its principles and tenets, but also its underlying nature. Incarnates of different alignments have different methods of fighting and different strengths in combat - good incarnates emphasize protection and resistance, while chaotic incarnates use speed to best their foes. Lawful incarnates favor skill and accuracy in melee combat, while evil incarnates strive to do the most damage possible to their foes. These principles carry through your abilities, including the physical changes you undergo as you meld more and more incarnum to your soul.

HACIENDO UN ENCARNADO

As an incarnate, you can expect to serve both a melee role and a supporting role by aiding other characters with your aligned aura and your soulmelds. In certain situations you are as strong a fighter as a paladin, though you suffer more when out of your element.

Constitution is perhaps your most important ability score, since it determines the maximum number of soulmelds you can shape at one time (as well as the duration of your incarnum radiance). If your soulmeld selection focuses on melee combat, a high Strength score is important; if you use your soulmelds directly against foes, a high Wisdom score increases the save DCs against those abilities.

Races inclined to alignment extremes make the best incarnates. The heirs of the mishtai - rilkans and skarns - are by far the most common incarnates, producing mostly chaotic and lawful incarnates, respectively. Dusklings become chaotic (or occasionally evil) incarnates. Dwarves produce lawful incarnates, while elf incarnates embody their good nature. Half-orcs might grow to be chaotic incarnates. Among humans, evil incarnates are more common than good. The planetouched races produce a great number of incarnates. The most common savage humanoid incarnates are evil kobolds and evil orcs.

Incarnates hold to one alignment extreme. As an incarnate, you must choose one alignment component: good, evil, law, or chaos. This alignment component defines you and serves as your guiding principle. For incarnates, though, this is more than just belief, because incarnates channel souls that contain the very essence of this alignment component. Because their devotion to one ideal is so great, an incarnate can only pick one extreme alignment component (good, evil, law, or chaos) and must be neutral in regards to the other alignment component. This means that the only possible alignments for incarnates are neutral good, neutral evil, lawful neutral, or chaotic neutral.

INTERPRETANDO A UN ENCARNADO

As an incarnate, alignment is all-important to you. The most compelling reasons to adventure spring directly from it. Good incarnates adventure to fight evil, to protect innocents from harm, to hunt fugitives, or to right an injustice. Chaotic incarnates are drawn to oppose tyranny, champion freedom, and fight against the restrictions of law. Evil incarnates actively seek to spread destruction, seize whatever they can reach and keep, and slaughter those who are weaker than they. Lawful incarnates seek to expand their power within established frameworks, spreading the wisdom and order inherent to law.

A great many incarnates devote themselves to deities they consider exemplars of their alignment. Good incarnates gravitate to Pelor, evil to Nerull, lawful to St. Cuthbert, and chaotic to Olidammara. Nonhuman incarnates sometimes follow their racial deities as well. Other incarnates believe that alignment is a higher power than any deity and revere their alignment above all else. Such incarnates are friendly toward followers of deities who share their alignment, but only as long as they continue to uphold the precepts of the alignment.

Incarnates are often on very good terms with clerics of the same alignment and cooperate with them extensively. Lawful and good incarnates also frequently work with paladins. In general, you are happy to work with any character who shares your alignment, and tolerate characters whose alignment is close to yours. Lawful and chaotic incarnates find it difficult, if not impossible to work together, even if their motives are both genuinely benign, which is not always the case.

How you engage in combat is almost directly a function of your alignment. Your soulmelds and your incarnum radiance ability emphasize certain approaches to combat that vary by your alignment. If you're good, you'll have a better Armor Class to stand up to melee attacks; if you're chaotic, you'll have more mobility to move in and out of melee range. If you're lawful, you'll hit more often in melee, and if you're evil, you'll deal more damage with each hit.

Your incarnum radiance means that your allies can benefit if they're the same alignment as you are and share a similar approach to combat. You can't always pick your adventuring companions, but you have concrete rewards to offer allies who adopt your alignment.

Most incarnates were strongly inclined toward a specific alignment before their first encounter with incarnum. You might have had a fierce sense of justice and good as a child, perhaps even considered the call of a paladin until you discovered that incarnum could transform good into a tangible force that you could hold in your hands. You might have discovered incarnum by accidental experimentation, or another incarnate might have trained you. Perhaps you were admitted into an order of incarnates, or learned under the tutelage of a lone hermit, one of only a handful of incarnates in the world.

Your meldshaping ability offers myriad opportunities for customizing your particular abilities, since so many soulmelds are available to you and each one can significantly shape your capabilities. Your alignment determines which soulmelds are available; you cannot shape a soulmeld with an alignment descriptor opposed to your own. These soulmelds encourage your combat abilities in a certain direction dependant on your alignment, so you should try to select feats that complement that combat style. If you're good, Combat Expertise fits your combat idiom. If you're chaotic, Dodge and related feats fit well. For the evil incarnate, Power Attack is a natural choice, while lawful incarnates favor Weapon Focus and other feats that grant a bonus on attack rolls.

ENCARNA EN EL MUNDO

Incarnates fill a wide variety of roles in the world, but are united by one common theme: whatever causes they adopt, they exemplify the principles of their alignment. In their actions and their capabilities, they add another concrete dimension to alignment in the D&D world.

The kinds of activities that appeal to incarnates depend largely on their alignment. Good incarnates spend their time helping others in large or small ways, while evil incarnates are interested in helping themselves - and hurting others along the way. Lawful incarnates work to promote order and gravitate toward ordered cities in lawful societies, while chaotic incarnates promote freedom and even anarchy, preferring small communities or even solitary lifestyles.

Incarnates of each alignment have particular exemplars and heroes they hold up as the ideals of their kind. Revered by evil incarnates and reviled by good ones (as well as a significant number of law and chaos incarnates), Murthien the Soul-Render is a legendary figure of evil, known for storming the Bastion of Unborn Souls at the head of a legion of necrocarnum zombies in an attempt to steal the energy of preincarnate souls for his own wicked ends. Some accounts relate that Murthien began his career as a good incarnate, but in a spectacular fall became an evil incarnate whose wickedness was unmatched.

Davi the Trickster is a near-mythological chaos incarnate who figures prominently in rilkan romances. Phanallashtam the Lawbringer, a law incarnate of ancient times, is commonly recognized as the author of one of the first and most important early legal codes. N!doka the North Star is a good incarnate of more recent memory, whose fame as a champion of good and a fierce opponent of evil has spread far from her remote homeland.

It is possible that incarnum is a relatively new discovery in your campaign world. In that case, these notable incarnates might be modern figures, or their stories might originate on another plane or world where incarnum is more common.

The size and importance of incarnate organizations depends largely on the role incarnum itself plays in your campaign. If the use of incarnum is a recent development, there might not yet be any organizations in place to support those few individuals who experiment with its capabilities. Even if incarnum has been around for a long time, it might be a tradition passed from mentor to pupil in a small but unbroken line from the ancient past.

If incarnates do gather into organizations in your campaign, their nature - as with all things involving incarnates - depends on their alignment. Few, if any, organizations exist that draw their membership from all four alignments of incarnate. Rather, incarnates of each alignment group with others who share their outlook, avoiding or actively opposing incarnates of other alignments.

Law incarnates are the most likely to form associations. Even if their overall numbers are few in the world, scattered law incarnates find ways to join forces to contribute to the advancement of law and order. Both evil and chaos incarnates are more likely to work independently, while good incarnates lie between these two extremes.

More often than they form organizations of their own, incarnates join other organizations that share their alignment and overall goals. Incarnates affiliate themselves with churches that share their alignment; some join knightly orders, arcane colleges, and even guilds of thieves or assassins in order to advance their causes.

People who have strong feelings about alignment have strong feelings about incarnates - being friendly or helpful toward incarnates who share their alignment and unfriendly or hostile to those who oppose it. This category includes clerics and other devoutly religious followers of deities with nonneutral alignments, paladins and blackguards, soulborns, and members of races and other creatures with well-defined alignment tendencies.

The majority of humans and halflings, at least, tend toward neutral alignments largely by virtue of simply not feeling strongly enough about alignment to take sides. These people are indifferent toward incarnates as well - although some have unfriendly feelings toward anyone who champions an alignment extreme.

DOLOR ENCARNADO

Characters with Knowledge (arcana) or Knowledge (the planes) can research incarnates to learn more about them. Bardic knowledge reveals the same information.

DC 10: Incarnates embody the principles of the four alignments - chaos, evil, good, and law. They draw magical power from a mysterious soul-energy called incarnum.

DC 15: Incarnates take this soul-energy and shape it into objects almost like magic items. Their strengths and powers depend on their alignment: chaos incarnates move quickly and use ranged attacks, lawful ones hit hard in melee. Evil incarnates will rip you to shreds, while good ones focus on protection.

DC 20: Incarnates shape incarnum into soulmelds. Though the soulmelds themselves are relatively stable and long lasting, incarnates can quickly shift power among their different soulmelds. Their soulmelds grow more powerful when bound to the power centers of the body, which they call chakras.

DC 30: Information about notable incarnates, drawn from the section above.

ENCARNA EN EL JUEGO

The incarnate class is the backbone of the new rules system presented in Magic of Incarnum. Incarnum Campaigns presents extensive advice about how to work incarnum into an ongoing or new campaign, and that advice applies directly to the incarnate class.

A player with an incarnate character will be happiest if the other members of the party have a similar alignment, if he has ample opportunity to use his soulmelds and incarnum radiance, and if he at least occasionally encounters NPC opponents and monsters that wield incarnum or use incarnum-related magic items. In other words, while it is certainly possible for a player to make and play an incarnate while no one else at the gaming table even owns a copy of this book, the most satisfying play experience comes from a campaign where incarnum makes a more extensive appearance.

It could be possible to create a variant meldshaping class based on the incarnate but without the incarnate's rigid focus on alignment. By deleting alignment-focused abilities (aura, detect opposition) and removing restrictions on shaping soulmelds that do not match the character's alignment, then replacing the incarnate radiance ability with a different class feature, you would create a more generalized meldshaper.

Un encuentro con un NPC encarnado, amigo o enemigo, podría ser el primer roce de un grupo de aventureros con la magia de Incarnum. Si este es el caso, el DM debe asegurarse de jugar con la naturaleza extraña y misteriosa del poder que ejerce este personaje. Describe el soulfusions cuidadosamente, eligiendo adjetivos evocadores basados en en el tono que desea establecer para el encuentro, es posible que parecen "fantasmales", "radiantes" o "etéreos", por ejemplo, dependiendo de sobre si quieres que lo encarnado parezca siniestro, exaltado, o misterioso.

Alineación: Neutral bueno, neutral malo, neutral legal o neutral caótico.

Golpear el dado: d6.

Habilidades de clase

The incarnate's class skills (and the key ability for each skill) are Concentración (Con), Oficio (Int), Conocimiento(arcana) (Int), Conocimiento(religion) (Int), Conocimiento(the planes) (Int), Profesión (Wis), and Hechicería (Int).

Puntos de habilidad en el 1er nivel: (2 + modificador Int) x 4.

Puntos de habilidad en cada nivel adicional: 2 + Modificador Int.


Mesa: El Encarnado

Nivel Base
Attack Bonus
Fortaleza
Save
Ref
Save
Será
Save
Especial Fusión
Fusiones de almas Essentia Ataduras de chakras
primero +0 +2 +0 +2 Aura, detectar oposición 2 1 0
Segundo +1 +3 +0 +3 Atadura de chakra (corona) 3 2 1
Tercera +1 +3 +1 +3 Capacidad de fusión de almas ampliada +1, resplandor encarnado 1/día 3 3 1
+2 +4 +1 +4 Ataduras de chakras (pies, manos) 4 4 1
+2 +4 +1 +4 Fusión rápida 1/día 4 5 1
sexto +3 +5 +2 +5 4 6 2
séptimo +3 +5 +2 +5 Compartir el resplandor de incarnum 5 7 2
+4 +6 +2 +6 Incarnum resplandor 2/día 5 8 2
noveno +4 +6 +3 +6 Ataduras de chakras (brazos, frentes, hombros) 5 9 2
10º +5 +7 +3 +7 6 10 3
11º +5 +7 +3 +7 Fusión rápida 2/día 6 11 3
12º +6/+1 +8 +4 +8 6 12 3
Día 13 +6/+1 +8 +4 +8 Incarnum resplandor 3/día 7 13 3
Día 14 +7/+2 +9 +4 +9 Ataduras de chakras (garganta, cintura) 7 14 4
Día 15 +7/+2 +9 +5 +9 Capacidad ampliada de fusión de almas +2 7 16 4
Día 16 +8/+3 +10 +5 +10 Atadura de chakra (corazón) 8 18 4
Día 17 +8/+3 +10 +5 +10 Fusión rápida 3/día, comparte la luminosidad del interior (sin fatiga) 8 20 4
Día 18 +9/+4 +11 +6 +11 Incarnum resplandor 4/día 8 22 5
Día 19 +9/+4 +11 +6 +11 Atadura de chakra (alma) 9 24 5
Día 20 +10/+5 +12 +6 +12 Perfecto fusionador, verdadera encarnación 9 26 5
Características de la clase

Todas las siguientes son características de clase de los encarnados.

Dominio de armas y armaduras: You are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Fusión: An incarnate's primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list. You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).

The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your incarnate level.

An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: The Incarnate. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

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

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

Fusiones de almas alineadas: You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a good incarnate, you cannot shape soulmelds with the chaotic, lawful, or evil descriptors.

Ataduras de chakras: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table: The Incarnate). At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.

For more information on chakra binds, see Chakra Binds.

Aura (Ex): You have a particularly powerful aura corresponding to your alignment (see the detect evil spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric.

Similarly, your soulmelds always radiate good, evil, law, or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.

Detectar oposición (Sp): At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law.

Capacidad ampliada de fusión de almas (Ex): Incarnates are specially gifted in their ability to invest essentia into soulmelds. At 3rd level and again at 15th level, the essentia capacity of your soulmelds increases by 1, superseding the number on Table: Essentia Capacity. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

Incarnum Resplandor (Sb): As an incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels gained thereafter (3/day at 13th level and 4/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).

Bien: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).

Mal: An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every five levels gained (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th level).

Legal: You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).

Caótico: A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every five levels gained (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th level).

Fusión rápida (Sb): As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra.

You can use this ability twice per day at 11th level and three times per day at 17th.

Compartir Incarnum Resplandor (Do): As you gain control over your powers of incarnum, you learn to share the effect of your incarnum radiance with nearby allies who share at least some of your morals or ethics. Beginning at 7th level, when you activate your incarnum radiance (see above) you can choose for its benefit to also affect all allies within 30 feet of you. Any ally who moves more than 30 feet from you loses the benefit until he returns within range.

If you share your incarnum radiance with allies in this fashion, you become fatigued at the end of the power's duration (this fatigue fades in 10 minutes). You must make this choice at the time the radiance is activated.

Allies who do not share your alignment cause cannot gain the benefit of your incarnum radiance. For example, a good incarnate's incarnum radiance benefit cannot be shared with allies who are not good.

Beginning at 17th level, sharing your incarnum radiance with allies does not fatigue you.

Perfect Meldshaper (Sb): At 20th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your incarnate soulmelds. You can use this ability once per day.

Encarnación Verdadera (Sb): When you reach 20th level, the process of merging incarnum with your flesh is complete, and you are transformed into a new type of creature. You gain the outsider type, as well as the alignment subtype corresponding to your incarnate cause. Both your natural and weapon attacks are henceforth treated as having the alignment of that subtype for the purpose of overcoming damage reduction.

EX-ENCARNADOS

Si cambias de alineación, pierdes la mayoría de tus habilidades de clase, a menos que su nueva alineación sea compatible con el encarnado .class. Si no lo es, pierdes tu aura, detectas oposición, encarnas resplandor, y habilidades de fusión de formas. Es posible que no progrese más allá en los niveles como encarnado. Recuperas toda tu habilidades y potencial de avance si regresas a tu alineación previa y recibir un hechizo de expiación. Si su El cambio de alineación aún lo califica para la clase: una caída de bien neutro a mal neutro, por ejemplo, conservas tu Los niveles encarnados y las características de tu clase cambian para que coincidan con tu Nueva alineación.

VARIANTES ENCARNADAS

Clases de variantes
Características de clase alternativa
Niveles de sustitución
Aasimar encarnado
Gnomo encarnado
Tiefling encarnado

Aasimar encarnado

Un aasimar encarnado se ve a sí mismo como un representante de su antepasados celestiales y defensor de sus parientes mortales. Más marcialmente que la mayoría de los encarna, un Aasimar que toma este manto es un defensor incondicional de los débiles y Oprimidos. Encarna el bien tanto como cualquier criatura (falta un ángel) puede, lo que se manifiesta en su método de moldear y manejar el incarnum.

Golpear el dado: d8.

Requisitos

Para tomar un nivel de sustitución encarnado aasimar, un personaje debe ser un buen aasimar neutral a punto de tomar su 1º, 3º, o 7º nivel de encarnación.

Habilidades de clase

Los niveles de sustitución encarnados de Aasimar otorgan la misma clase habilidades como la clase encarnada estándar, además de la Diplomacia.

Puntos de habilidad en cada nivel: 2 + Modificador Int (o cuatro veces este número como carácter inicial).


Tabla: Niveles de Sustitución Racial Encarnada de Aasimar

Nivel Base
Attack Bonus
Fortaleza
Save
Ref
Save
Será
Save
Especial Fusión
primero +0 +2 +0 +2 Aura, detectar oposición, arma marcial Lo mismo que encarnado
Tercera +1 +3 +1 +3 Capacidad de fusión de almas ampliada +1, resplandor encarnado 1/día Lo mismo que encarnado
séptimo +3 +5 +2 +5 Compartir el resplandor de incarnum Lo mismo que encarnado
Características de la clase

Todas las siguientes son características del aasimar encarnado niveles de sustitución racial.

Arma marcial: Un aasimar encarnado entrena para combate con más rigor que un encarnado tradicional. En 1er nivel, puede seleccionar cualquier arma marcial cuerpo a cuerpo y ganar las hazañas Dominio de armas marciales y Enfoque de armas con esa arma. Los encarnados de Aasimar tienden a seleccionar el Warhammer (ya que esta es el arma creada por el bien Fusión de almas de arma de Incarnum).

Este beneficio no reemplaza ninguna característica de la clase encarnada.

Incarnum Resplandor (Sb): Un aasimar encarnado reconoce que una defensa fuerte no es la única herramienta requerida contra las fuerzas del mal, uno debe ser capaz de golpear la verdad contra los enemigos del bien. Además del efecto normal del resplandor del Encarnado, mientras esté activo el resplandor del Encarnado. Los ataques naturales y con armas se tratan como bien alineados para el propósito de superar la reducción de daños. Si tiene el Arma encarnada en forma de fusión de almas, esa arma Inflige 1d6 puntos extra de daño a las criaturas con el Mal mientras el resplandor del incarnum está activo.

Un aasimar encarnado no puede conceder a sus aliados esta Benefíciese de la función de clase Compartir Incarnum Radiance.

Este beneficio aumenta, pero no reemplaza, el estándar Característica de la clase Resplandor de Incarnate.

Compartir Incarnum Resplandor (Do): Un aasimar encarnado, A pesar de su fuerte dedicación al bien, reconoce que no Todas las criaturas tienen la fortaleza moral para mantenerse firmes contra el mal. Cada vez que elige compartir el efecto de Su resplandor encarnado con aliados cercanos, puede otorgar su beneficio para cualquier aliado no malvado (en lugar de cualquier aliado). Debe tomar esta decisión en el momento en que el resplandor se activa.

Un aasimar encarnado no puede compartir la buena alineación de sus ataques (ver Incarnum Radiance, arriba) con aliados.

Este beneficio aumenta, pero no reemplaza, el estándar Compartir de Encarnación Característica de clase Resplandor de Incarnum.

Gnomo encarnado

Un gnomo encarnado es un siervo justo y astuto de la causa del bien. A menudo dedicado a Garl Glittergold, el dios de los gnomos, un gnomo encarnado es un testamento viviente de las tradiciones de la raza. Su vínculo con las almas de los gnomos pasado, presente y futuro le da al gnomo encarnado una lugar especial de honor entre su pueblo, que él ocupa Muy sagrado.

Golpear el dado: d6.

Requisitos

Para tomar un nivel de sustitución encarnado de gnomo, un personaje debe ser un buen gnomo neutral a punto de tomar su 1º, 2º o 7º nivel de encarnación.

Habilidades de clase
Gnome incarnate substitution levels grant the same class skills as the standard incarnate class, plus Hide. Gnome incarnates recognize the value in not being seen, whether as part of an ambush or simply to evade an enemy's detection.

Puntos de habilidad en cada nivel: 4 + Int (o cuatro veces este número como carácter inicial).


Tabla: Niveles de sustitución racial encarnada de gnomos

Nivel Base
Attack Bonus
Fortaleza
Save
Ref
Save
Será
Save
Especial Fusión
primero +0 +2 +0 +2 Aura, defensa racial Lo mismo que encarnado
Segundo +1 +3 +0 +3 Atadura de chakra (corona), detecta pensamientos Lo mismo que encarnado
séptimo +3 +5 +2 +5 Compartir el resplandor de incarnum Lo mismo que encarnado
Características de la clase

Todas las siguientes son características del gnomo racial encarnado niveles de sustitución.

Defensa Racial (Do): Un gnomo encarnado sirve en la primera línea de defensa de su aldea o ciudad. Confía en en el conocimiento de las almas dentro de él para guiarlo en la lucha contra los enemigos más peligrosos de su pueblo. Un gnomo Encarnado obtiene una bonificación de perspicacia en las tiradas de daño realizadas contra kobolds, goblinoides y gigantes igual a la mitad el número de fusiones de almas a las que ha dado forma. Si al menos uno de ellos otro aliado gnomo está a menos de 30 pies y es visible para el encarnado, esta bonificación de perspicacia en cambio es igual al número de fusiones de almas en forma.

Este beneficio reemplaza la oposición de detección de la encarnación estándar Característica de clase obtenida en el 1er nivel.

Detectar pensamientos (Sp): Un gnomo encarnado reconoce que El conocimiento previo de los planes de un enemigo es la mejor herramienta para batalla. Mientras una fusión de almas esté ligada a su chakra de la corona, Puede usar Detect Thoughts una vez al día. El CD de guardado es igual a 12 + su modificador Cha, y su nivel de lanzador es igual a su Nivel de Meldshaper.

Este beneficio no reemplaza ninguna característica de clase.

Compartir Incarnum Resplandor (Do): Un gnomo encarnado puede compartir algunos de los talentos naturales de su raza con sus aliados. Cada vez que comparte su resplandor encarnado con sus aliados, sus aliados obtienen una bonificación de esquiva de +4 a la CA contra gigantes, en además del beneficio normal del resplandor del incarnum. Si la criatura ya tiene un rasgo racial que otorga una evasión bonificación a CA contra gigantes (como un enano o un gnomo), esto El bono no se acumula con ese beneficio, solo el mejor Se aplica bonificación.

Este beneficio aumenta, pero no reemplaza, el estándar Compartir de Encarnación Característica de clase Resplandor de Incarnum.

Tiefling encarnado

Mientras que la mayoría de los tieflings se sienten atrapados entre sus diabólicas, la encarnación de Tiefling no tiene ningún problema en equilibrando estas dos partes de sí misma. De hecho, abraza tanto su alma mortal como su sangre infernal. A pesar de ser Una forastera nativa, forja un fuerte vínculo con su mortal patrimonio, representado por su uso de incarnum. Al mismo tiempo, tiempo, su naturaleza diabólica está bien demostrada por su encarnación Habilidades.

Golpear el dado: d6.

Requisitos

Para tomar un nivel de sustitución encarnado tiefling, un personaje debe ser un tiefl malvado neutral a punto de tomar su 1º, 3º o 7º nivel de encarnación.

Habilidades de clase

Los niveles de sustitución encarnados de Tiefling otorgan la misma clase habilidades como la clase encarnada estándar, además de Bluff y Hide.

Puntos de habilidad en cada nivel: 4 + Int (o cuatro veces este número como carácter inicial).


Tabla: Niveles de sustitución racial encarnada de Tiefling

Nivel Base
Attack Bonus
Fortaleza
Save
Ref
Save
Será
Save
Especial Fusión
primero +0 +2 +0 +2 Aura, detectar oposición, ver en la oscuridad Lo mismo que encarnado
Tercera +1 +3 +1 +3 Capacidad de fusión de almas ampliada +1, resplandor encarnado 1/día Lo mismo que encarnado
séptimo +3 +5 +2 +5 Telepatía Lo mismo que encarnado
Características de la clase

Todas las siguientes son características de la encarnación tiefling niveles de sustitución racial.

Ver en la oscuridad (Do): La encarnación natural de un tiefling tendencia a vivir en la sombra se manifiesta como una asombrosa capacidad para ver a través de tanta penumbra. Si tiene un Forma de fusión de almas que ocupa el chakra de su frente, puede ver normalmente en la oscuridad mágica, como la creada por un Hechizo de oscuridad.

Este beneficio no reemplaza ninguna característica de la clase encarnada.

Incarnum Resplandor (Sb): El incarnum de un tiefling encarnado La característica de clase de radiancia funciona normalmente, con una adición. Siempre y cuando el tiefling no se encuentre dentro de un área de iluminación brillante (es decir, mientras esté en la oscuridad o iluminación sombría), obtiene ocultación (20% Fallar la oportunidad), incluso contra criaturas capaces de ver normalmente en tales condiciones.

Este beneficio aumenta, pero no reemplaza, un estándar Característica de la clase Resplandor de Incarnate.

Telepatía (Sb): Un tiefling encarnado puede mezclar el energía del alma de los mortales con su mente diabólica para otorgar la capacidad de comunicarse telepáticamente con cualquier persona. otra criatura en un radio de 100 pies que tenga un lenguaje. Esta habilidad solo funciona como Siempre y cuando una encarnada de Tiefling tenga una fusión de almas ligada a ella chakra de la corona.

Este beneficio reemplaza la parte encarnada de un encarnado estándar Característica de clase Resplandor que se obtiene en el nivel 7.