Incarnum 4 Edition

By Chris “Goober” Ramsley
Table of Contents:
Introduction.......................................................................2 Incarnum Power Source ................................................2 Soulmelds......................................................................2 Multiclassed Incarnum..................................................2 Chapter One: Races...........................................................3 Azurin ...........................................................................3 Duskling........................................................................4 Rilkan............................................................................5 Skarn .............................................................................6 Chapter Two: Classes .......................................................7 Incarnate........................................................................7 Creating an Incarnate ................................................7 Implements................................................................8 Incarnate Class Features ...........................................8 Class Feature Powers ................................................9 Level 1 At-Will Channels .......................................10 Combat Soulmelds ..................................................11 Level 2 Utility Soulmelds .......................................12 Soulborn......................................................................13 Creating a Soulborn ................................................13 Implements..............................................................14 Soulborn Class Features..........................................14 Class Feature Powers ..............................................15 Level 1 At-Will Channels .......................................15 Combat Soulmelds ..................................................16 Totemist ......................................................................17 Creating a Totemist.................................................17 Implements..............................................................18 Totemist Class Features ..........................................18 Class Feature Powers ..............................................19 Level 1 At-Will Channels .......................................19 Combat Soulmelds ..................................................20 Level 1 Primal Soulmelds .......................................20 Chapter Three: Feats .......................................................21 Heroic Tier Feats.........................................................21 Multiclass Feats ..........................................................21

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Introduction
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 used and then returned to the cosmos. Incarnum powers are called channels or soulmelds. Channels are manipulation of incarnum in its pure form, using it directly to gain effects and soulmelds are shaped incarnum that grant characters capabilities.

Soulmelds
Incarnum characters all have the ability to shape various types of soulmelds. A character that has shaped a soulmeld gains access to all listed powers and effects, including essentia benefits for the type of essentia you invest in it, chakra bind powers for the chakra you bind it to, and the totem benefits if you take the soulmeld as your 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, invest your essentia once, and bind soulmelds to chakras once, and keep those decisions. You may “retrain” the choices of essentia investment and chakra binds once each level for free.

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Chapter One: Races
Azurin
A race infused with incarnum, born to master their souls.

Racial Traits
Average Height: 5’ 6” – 6’ 2” Average Weight: 135-220 lb. Ability Scores: +2 to one ability score of your choice Size: Medium Speed: 6 squares Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Endurance, +2 Insight Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites. Essentia Flow: Essentia flows through you naturally, granting you a +1 bonus to saving throws. Human Heritage: You can take feats that have human as a prerequisite, as long as you meet any other prerequisites. Azure Defense: You can use azure defense as an encounter power. Azurin Racial Power You channel essentia into your body, steeling yourself against attack. Encounter Incarnum Immediate Interrupt Personal Trigger: An enemy hits you with an attack. Effect: You take half damage from the attack. You may choose to use this ability after you know how much damage the attack will deal.

Azure Defense

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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 Endurance, +2 Insight Duskling Essentia: You have access to a small amount of personal essentia, which you can invest in one of the following effects. While invested, you gain the listed benefit. You may change which effect you are invested in after a short rest. Dark sight: You gain darkvision and a +2 racial bonus to Perception checks. Speed boost: Your base land movement speed increases by 1. Tough: You gain a +1 racial bonus to your Fortitude defense. 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. Quick: You gain a +1 racial bonus to your Reflex defense. In addition, you gain a +2 racial bonus to all initiative rolls. ?:

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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 ?: ?: Racial Knowledge: The Rilkan race is linked through incarnum to the accumulated knowledge of their entire people. You gain a +2 bonus to all skill checks made to remember information or lore. Team Player: When you use the Aid Another action, you grant a +3 bonus instead of +2.

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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 ?: ?: Proud: You gain a +1 racial bonus to your Will defense. In addition,. You gain a +5 racial bonus to saving throws against fear effects. Spines: Your unarmed attacks deal 1d6 damage, and have a +2 proficiency bonus. You can make off-hand attacks with your unarmed attacks.

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Chapter Two: Classes
Incarnate
“I embody the essence of reality. I shape souls to my will. I am life incarnate.”

Class Traits
Role: Controller/Leader. You have an equal number of abilities that control the battlefield and inspire your allies. Power Source: Incarnum. You shape the power of raw soul energy to create soulmelds and infuse them with essentia. Key Abilities: Intelligence, Wisdom, Constitution, 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: Insight. 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: Inspiring incarnate, shaper incarnate Class Features: Meldshaping, Essentia, Chakra Binds, 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 move your essentia often. Intelligence and Wisdom are most important to you, and Constitution and Strength should be given second choice. One of Dexterity or Charisma should be assigned a positive score modifier if possible. Suggested Feat: Expert Meldshaper (Human feat: ?, Azurin feat: ?) Suggested Skills: Endurance, Heal, Perception, Religion Suggested At-Will Powers: Lucky dice, soul force Suggested Soulmelds: ?

Creating an Incarnate
Incarnates rely on Intelligence and Wisdom for most of their key abilities and powers. Constitution is also useful for some powers, and Strength is useful for any incarnate planning to enter melee combat often. Dexterity and Charisma rarely come into play, but could be useful for some powers. You will most likely want to spread you ability scores out to emphasize your versatility. Incarnates start with three common builds: the adaptive incarnate, the inspiring incarnate, and the shaper incarnate.

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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 an 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 lean 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 class’s 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 and inspiring them with your judgment and insight. Wisdom is your most important ability scores, and Strength is important for many of your powers. Constitution also aids you, and Intelligence is useful if you plan to use control powers as well. Suggested Feat: Toughness (Human feat: Action Surge, Azurin feat: ?) Suggested Skills: Endurance, Heal, Perception, Religion Suggested At-Will Powers: Essential strike, lucky dice Suggested Soulmelds: ?

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. Intelligence is most important for you, and Constitution should be your second highest score. Wisdom is useful for dabbling in leadership powers and your Incarnum Flow class feature, and Strength could be somewhat useful. Suggested Feat: Ritual Caster (Human feat: Human Perseverance, Azurin feat: ?) Suggested Skills: Arcana, History, Perception, Religion Suggested At-Will Powers: Soul force, soulspark Suggested Soulmelds: ?

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 doesn’t 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 or replace an encounter attack power, you also learn the essentia investment of that level, as shown below. See individual soulmelds’ descriptions for the effect of each investment. You may invest only one level of essentia into each combat soulmeld you have shaped. Each time you take a short rest, you can reinvest essentia into any combat soulmelds you have shaped.

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If you replace another class’s encounter attack power with incarnate combat soulmelds, you also gain the essentia investment of that power’s level, which is always invested into that soulmeld. If you replace combat soulmelds with another class’s 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

Incarnum Flow
You can use incarnum flow as an encounter power to heal an allies and grant them a saving throw against an effect.

Class Feature Powers
The incarnate’s incarnum radiance class feature grants you one of the following radiance powers: Incarnate Feature An ash-gray aura surrounds you, which grants you the might to destroy your foes. Encounter Incarnum Free Action Personal Effect: You gain a +1 power bonus to your next damage roll before the end of your next turn. This bonus increases to +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, and +6 at 26th level.

Radiance: Ashen

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 one soulmeld to a chakra at one time. After an extended rest, you may rebind your soulmelds to different chakras. 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 may still have only one soulmeld bound to it at any 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. Whenever you would replace an incarnate daily attack power with another class’s power, you instead lose the use of the chakra of that level and may bind one less soulmeld to a chakra at one time. Whenever you replace another class’s daily attack power with that of an incarnate, you instead learn the chakra bind of that power’s level, and select an incarnate soulmeld you can shape. That soulmeld must be bound to the chakra you have just learned. You must be able to shape at least one combat soulmeld before you can learn 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

Incarnate Feature You glow with a blood-red corona, which grants you focus in striking your foes. Encounter Incarnum Free Action Personal Effect: You gain a +1 power bonus to any one attack roll before the end of your next turn.

Radiance: Blood-Red

Incarnate Feature A faint green nimbus surrounds your body, granting you swiftness. Encounter Incarnum Free Action Personal Effect: You gain a +2 square power bonus to all forms of movement until the end of your next turn.

Radiance: Green Nimbus

Incarnate Feature Your body shines with silvery light, improving your defenses. Encounter Incarnum Free Action Personal Effect: You gain a +1 power bonus to all defenses until the end of your next turn.

Radiance: Silver

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.

Incarnum Radiance

Incarnate Feature You focus the essentia of your target. The flow of energy allows it to heal itself and shake off a negative effect. Encounter Healing, Incarnum Special: Starting at 16th level, you can affect two targets with this power. 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 can make a saving throw against one effect that a save can end with a bonus equal to your Wisdom modifier.

Incarnum Flow

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Level 1 At-Will Channels
Incarnate Attack 1 You channel incarnum power through your weapon, smashing your enemy and bolstering your resolve. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and you or one adjacent ally gains a temporary hit points equal to your Wisdom modifier. Increase damage to 2[W] + Intelligence modifier at 21st level.

Essential Strike

Incarnate Overview
Characteristics: Your powers share many qualities with those of the warlord 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 many kinds of powers, and you can adapt to changing circumstances by reinvesting essentia, reshaping soulmelds, and rebinding them to chakras. Religion: Incarnates can follow any deity. 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.

Incarnate Attack 1 You throw luck to the wind, and one of your allies reaps the benefits. At-Will Incarnum, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage, and roll 2d6. If the result is 7, one ally gains a power bonus equal to your Wisdom modifier to all attack and damage rolls, and to all defenses, until the end of your next turn. Otherwise, the ally only gains this bonus to one attack roll before the end of your next turn. Increase damage to 2[W] + Wisdom modifier at 21st level.

Lucky Dice

Incarnate Attack 1 You bombard your enemies with incarnum energy. At-Will Implement, Incarnum Standard Action Area burst 1 within 5 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level.

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: Intelligence vs. Will Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a penalty equal to your Constitution modifier to its next attack roll before the end of your next turn. Increase damage to 2d8 + Intelligence modifier at 21st level.

Soulspark

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Combat Soulmelds
Bloodwar Gauntlets
You can use the bloodwar strike power. Minor Investment: The penalty to saving throws from bloodwar strike increases to -4. Lesser Investment: On a hit, the target of bloodwar strike and each adjacent enemy suffer 5 ongoing fire damage (save ends). The power gains the fire keyword. Greater Investment: As minor investment and lesser investment. Wellspring Investment: The damage of bloodwar strike becomes 3[W] + Strength modifier, and on a hit, the target takes a -2 penalty to all defenses until the end of your next turn. Cascading Investment: The damage of bloodwar strike becomes 4[W] + Strength modifier. In addition, if you hit, you and your allies gain a +1 power bonus to all melee attack rolls against the target for the remainder of the encounter. True Incarnum Investment: As cascading investment, but also on a hit, the target and each adjacent enemy suffer 10 ongoing fire damage (save ends). The power gains the fire keyword. Root Chakra: You can use the tumultuous explosion power. Heart Chakra: You can use the fires of war power. Crown Chakra: You can use the bloodwar chaos power. Combat Soulmeld Your gauntlets embody the wrath of wars long past. Encounter Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all saving throws until the end of your next turn. 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 10 within 10 squares Effect: You conjure a wall that consists of contiguous squares filled with raging hellfire. It can be up to 10 squares long and up to your Constitution modifier 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 wall’s 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

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 4 Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 2d6 + Constitution modifier damage. Miss: Half damage.

Tumultuous Explosion

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 2 within 20 squares Special: The power affects three different areas (each as listed). A creature caught in more than one area is affected only once. Target: Each creature in bursts Attack: Intelligence vs. Reflex Hit: 2d6 + Constitution modifier damage and 1d6 fire damage. Effect: You conjure three clouds of flaming weapons. Each cloud is 2x2 squares 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 + Constitution modifier damage and 1d6 fire damage. As a move action, you can move each of these clouds 2 squares. Sustain Minor: The weapons persist. As a standard action, you can make the weapons attack any creatures in the areas again.

Bloodwar Chaos

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Level 2 Utility Soulmelds
Cerulean Sandals
You can use the cerulean step and astral step powers. Root Chakra: You can use the Grip of Earth power. Utility Soulmeld 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 You step through dimensional barriers to your destination. Daily Incarnum Move Action Personal Effect: You teleport up to 4 squares.

Astral Step

Root Chakra Bind The earth slows your enemies and move your allies to more favorable positions. Recharge Incarnum, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: The target becomes 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

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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, Constitution, Wisdom Armor Proficiencies: Cloth, leather, hide, chainmail, scale; 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: 8 + 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), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int). Build Options: 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 perfection.

Guardian Soulborn
You are true to your defender role, focusing on protecting your allies. Strength should be your highest ability score, and a high Charisma should be your second choice. Constitution should come third, and Wisdom is useful. Suggested Feat: Powerful Resonance (Human feat: Human Perseverance, Azurin feat: ) Suggested Skills: Athletics, Endurance, Heal, Perception Suggested At-Will Powers: Resonating strike, severing strike Suggested Soulmelds:

Channeller Soulborn
You focus on your versatile nature, gaining a variety of abilities to compliment your defender role. Strength and Charisma should be your highest ability scores, with Wisdom as a third choice. Constitution is also useful, and you may want a positive ability modifier for Intelligence if you have a spare. Spread your scores out enough that you can reshape and reinvest often. Suggested Feat: Expert Meldshaper (Human feat: , Azurin feat: ) Suggested Skills: Arcana, Heal, Perception, Religion Suggested At-Will Powers: Shell-breaker, soul flare Suggested Soulmelds:

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 provides extra hit points and healing surges. Intelligence is used rarely for some soulmelds. Like an incarnate, you will most likely want to spread you ability scores out to better adapt to changing situation. Soulborn start with two common builds: the guardian soulborn and the channeller soulborn.

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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 doesn’t gain the bonus provided by the magic implement.

Soulborn Overview
Characteristics: You are tough and durable, and wear heavy armor. You have unmatched marking ability, allowing you to keep many enemies occupied at once, but you are not as effective as other defenders against single enemies. You also have great versatility, allowing you to use abilities that would normally be left to other classes on some occasions. 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: Dwarves and skarn make excellent soulborn, and the versatility of humans and azurin compliments that of the class. Dragonborn and half-elves also make good soulborn.

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 may have only one combat soulmeld shaped at a time. After an extended rest, you may 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. Whenever you would replace a soulborn 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 lean 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 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 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 class’s encounter attack power or utility power with a soulborn 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 soulborn 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

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 or replace an encounter attack power, you also learn the essentia investment of that level, as shown below. Level 3 7 13 17 23 27 Essentia Investment Learned Minor Investment Lesser Investment Greater Investment Wellspring Investment Cascading Investment True Incarnum Investment

See individual soulmelds’ descriptions for the effect of each investment. You may invest only one level of essentia into each combat soulmeld you have shaped. Each time you take a short rest, you can reinvest essentia into any combat soulmelds you have shaped. If you replace another class’s encounter attack power with soulborn combat soulmelds, you also gain the essentia investment of that power’s level, which is always invested into that soulmeld. If you replace combat soulmelds with another class’s power, you also lose the use of the essentia investment of the level of the power gained.

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

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 or immobilizing 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.

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Soul Resonance
Soulborn can temporarily alter the resonance of nearby souls to match their own, gaining the advantage against enemies. You can use the soul resonance power to mark nearby enemies.

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: Constitution modifier damage. If the target is marked by you, it is slowed until the end of your next turn. If it is already slowed, it is dazed instead. In addition, for the purposes of the soul resonance power, the target counts towards the number of marked targets that have made attacks that do not include you as a target before the end of your next turn. If it already counted, it counts twice. Increase damage to twice Constitution modifier at 21st level.

Resonating Strike

Your Soul Resonance class feature grants you the following power: Soulborn Feature You link the souls of nearby enemies to your own. At-Will Incarnum Minor Action Close burst 1 Special: This power may be used only once per turn Target: Up to five enemies in burst Effect: You mark the target. The target remains marked until the end of your next turn. A creature can be subject to only one mark at a time, and a new mark supersedes any mark already in place. A target market by you takes a -2 penalty to attack rolls on any attack that doesn’t include you as a target (as normal for a marked creature). In addition, until the end of your next turn, each time after the first that a target marked by you within 10 squares makes an attack that doesn't include you as a target, you may backlash against it as a free action. Backlashing against the second or third target that makes such an attack causes that target to become slowed until the end of its next turn. If it is already slowed, it is dazed instead. Backlashing against any target marked by you beyond the third that makes such an attack causes that target to become dazed until the end of its next turn instead.

Soul Resonance

Soulborn Attack 1 You lash out at the target’s life force. At-Will Incarnum, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. Fortitude Hit: 1[W] modifier damage. If the target is marked by you, you gain a bonus to the damage roll equal to your Constitution modifier. Increase damage to 2[W] at 21st level.

Severing Strike

Soulborn Attack 1 You smash through your foe’s defenses. At-Will Implement, Incarnum, Psychic Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] damage and the target takes a -1 penalty to its Armor Class and Fortitude defense until the end of your next turn. If the target is marked by you, it also takes a penalty to all resistances equal to your Wisdom modifier until the end of your next turn. If the target has a resistance that is not numerical (for example “half damage from fire”), increase all damage of the type it resists, after applying the resistance, by a number equal to your Wisdom modifier, up to a maximum of the full damage the attack would have dealt had there been no resistance at all. Increase damage to 2[W] modifier at 21st level.

Shell-Breaker

Soulborn Attack 1 You release incarnum energy in the form of blue flames that strike at nearby enemies. At-Will Fire, Implement, Incarnum Standard Action Close burst 1 Target: Up to two enemies in burst Attack: Charisma vs. Reflex Hit: 1d6 + Wisdom modifier fire damage. Increase damage to 2d6 + Wisdom modifier at 21st level.

Soul Flare

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Class Feature Powers

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Combat Soulmelds

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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. Unlike most other strikers, you stand your ground in battle. Power Source: Incarnum. You channel and shape the souls of magical beasts. You create soulmelds that you can claim as your totem, granting you the might of the creatures you revere. Key Abilities: Strength, Wisdom, Constitution, Dexterity Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, sling, shortbow Implements: Jewels Bonus to Defenses: +1 Fortitude, +1 Reflex Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + 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, Totem’s Protection 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 tough and hardy combatants, but have little ability to protect your allies besides being up front and hitting harder than they do. You have some ability to inspire those around you, but you focus most on the 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
You’re wild, tough, and dangerous. You stand at the front lines with the other warriors and rend your enemies with claws and fangs. Strength should be your highest ability score, followed closely by Constitution. Dexterity is important for some abilities and defenses, and Wisdom is sometimes useful. Suggested Feat: Toughness (Human feat: Human Perseverance, Azurin feat: ) Suggested Skills: Athletics, Endurance, Intimidate, Perception Suggested At-Will Powers: Beast’s grasp, maul Suggested Soulmelds: Suggested Primal Soulmelds:

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. Charisma is occasionally useful for totemists that take on leadership positions for utility powers and social skills. Like Incarnates and Soulborn, 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.

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Spiritual Totemist
You are a spiritual leader, fighting ferociously when called upon, but advising and inspiring where possible. You fight with cunning rather than brute strength. Wisdom should be your highest score, followed closely by Constitution. Dexterity is also useful, and Strength should not be ignored. If you have an extra above average score, Charisma could also come in handy occasionally. Suggested Feat: Expert Meldshaper (Human feat: Action Surge, Azurin feat: ) Suggested Skills: Endurance, Heal, Insight, Perception Suggested At-Will Powers: Feral strike, instinctual strike Suggested Soulmelds: Suggested Primal Soulmelds:

totemist attack power you would normally be allowed (one of each level you can shape, up to three maximum). You may 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. 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 class’s 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 8 8 10 10 12 12 14 Primal Soulmelds Shaped 1 1 2 2 3 3 3 3 3 3 3 3 3

Level

Implements
Totemists can make use of magic jewels to help channel and direct their incarnum powers. A totemist wielding a magic jewel 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, a totemist can still use these powers, but he or she doesn’t gain the bonus provided by the magic implement.

Totemist Overview
Characteristics: You hit hard, and stand your ground. You deal a little less damage than other strikers, but you don’t need a defender to keep you safe, leaving any defenders you ally with to protect your other allies. 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.

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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 or replace an encounter attack power, you also learn the essentia investment of that level, as shown below. See individual soulmelds’ descriptions for the effect of each investment. You may invest only one level of essentia into each combat soulmeld you have shaped. Each time you take a short rest, you can reinvest essentia into any combat soulmelds you have shaped. If you replace another class’s encounter attack power with totemist combat soulmelds, you also gain the essentia investment of that power’s level, which is always invested into that soulmeld. If you replace combat soulmelds with another class’s 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

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 may have only one combat soulmeld shaped at a time. After an extended rest, you may 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. 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 lean a daily totemist attack power, you instead learn how to shape two primal soulmelds of that level. When you shape your soulmelds after an extended rest, you may shape one primal soulmeld you know for each daily

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Totem
You have the ability to take a magical beast as your totem, 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.

Level 1 At-Will Channels
Totemist Attack 1 You lock your enemy in a deadly grip. At-Will Incarnum, Weapon Standard Action Melee weapon Requirements: You must have a hand free, or be using a natural weapon or unarmed attack 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. Increase damage to 2[W] at 21st level.

Beast’s Grasp

Totem’s Protection
You can use totem’s protection as an encounter power in order to temporarily ignore an effect.

Class Feature Powers
Your Totem’s Protection feature gives you access to the following power: Totemist Feature Your connection to your totem grants you the ability to ignore a debilitating effect. Encounter Incarnum 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 make a save against it normally.

Totem’s Protection

Totemist Attack 1 You see through your enemy’s 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] damage and the target takes a -1 penalty to all defenses until the end of your next turn. Increase damage to 2[W] at 21st level.

Feral Strike

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] + Constitution modifier damage. Increase damage to 2[W] + Constitution modifier at 21st level.

Instinctual Strike

Maul

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. Increase damage to 2[W] + Strength modifier + Constitution modifier at 21st level.

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Totemist Attack 1

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Combat Soulmelds Level 1 Primal Soulmelds

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Chapter Three: Feats
Heroic Tier Feats
Expert Meldshaper [Meldshaping]
Prerequisites: Meldshaping class feature Benefit: When you take this feat, you learn how to shape a additional combat soulmelds of any class to which you belong that shapes combat soulmelds. You gain one extra soulmeld for each tier of play (at 1st, 11th, and 21st level).

Powerful Resonance [Soulborn]
Prerequisites: Soul Resonance class feature, Cha 15 Benefit: You may affect up to eight enemies with your soul resonance power. Normal: You may affect only up to five enemies.

Multiclass Feats
Incarnum Initiate [Multiclass Incarnate]
Prerequisites: Int 13 or Wis 13 Benefit: You gain training in the Insight skill. If you are already trained in Insight, you gain training in one skill from the incarnate’s class list. You can use incarnum flow once per day. You always affect only one target, even at 16th level or higher. 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 soulborn’s class list. You can use the soul resonance class feature power once per encounter. 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 totemist’s class list. Choose a 1st level primal soulmeld. You can use that soulmeld’s totem benefits once per encounter as a free action as if you had the Totem class feature. The benefits last for one round. If you are able to shape at least one primal soulmeld, you must choose a soulmeld you know, 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.

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