← PRC8
Soulborn
:: Soulborn ::
(BASE CLASS)
As a soulborn, you use incarnum to enhance your natural combat ability. You can also share the power of incarnum with your allies, making you a valuable member of any adventuring group. You have the ability to shape soulmelds, though you have less meldshaping power than an incarnate or totemist.
- Hit Die: d10
- Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields.
- Skill Points: 2+ Int Modifier.
- Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil.
CLASS FEATURES:
Level
1: Smite Opposition 1/day - Smite target of opposed alignment
2: Incarnum Defense - Gain immunity based on alignment
Lawful Good: You gain immunity to fear.
Chaotic Good: You gain immunity to paralysis.
Lawful Evil: You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).
Chaotic Evil: You gain immunity to any spell causing damage or drain to your Strength.
3: Bonus Feat - Gain a bonus incarnum feat
4:
5: Smite Opposition 2/day
6:
7: Bonus Feat - Gain a bonus incarnum feat
8: Chakra Binds (Crown, Feet, Hands)
9: Share Incarnum Defense 1/day - Grant incarnum defense to a single ally temporarily
10: Smite Opposition 3/day
11: Bonus Feat - Gain a bonus incarnum feat
12:
13: Share Incarnum Defense 2/day
14: Chakra Binds (Arms, Brow, Shoulders)
15: Smite Opposition 4/day
16:
17: Share Incarnum Defense 3/day
18: Chakra Binds (Throat, Waist)
19:
20: Smite Opposition 5/day
Soulmelds Essentia Max Chakra Binds
0 0 0
0 0 0
0 0 0
1 0 0
1 0 0
1 1 0
1 1 0
2 2 1
2 2 1
2 3 1
2 3 1
3 4 1
3 4 1
3 5 2
3 5 2
4 6 2
4 7 2
4 8 3
4 9 3
Meldshaping - The Soulborn uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).
As a soulborn, you use incarnum to enhance your natural combat ability. You can also share the power of incarnum with your allies, making you a valuable member of any adventuring group. You have the ability to shape soulmelds, though you have less meldshaping power than an incarnate or totemist.
- Hit Die: d10
- Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields.
- Skill Points: 2+ Int Modifier.
- Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil.
CLASS FEATURES:
Level
1: Smite Opposition 1/day - Smite target of opposed alignment
2: Incarnum Defense - Gain immunity based on alignment
Lawful Good: You gain immunity to fear.
Chaotic Good: You gain immunity to paralysis.
Lawful Evil: You gain immunity to exhaustion (effects that would cause exhaustion render you fatigued instead).
Chaotic Evil: You gain immunity to any spell causing damage or drain to your Strength.
3: Bonus Feat - Gain a bonus incarnum feat
4:
5: Smite Opposition 2/day
6:
7: Bonus Feat - Gain a bonus incarnum feat
8: Chakra Binds (Crown, Feet, Hands)
9: Share Incarnum Defense 1/day - Grant incarnum defense to a single ally temporarily
10: Smite Opposition 3/day
11: Bonus Feat - Gain a bonus incarnum feat
12:
13: Share Incarnum Defense 2/day
14: Chakra Binds (Arms, Brow, Shoulders)
15: Smite Opposition 4/day
16:
17: Share Incarnum Defense 3/day
18: Chakra Binds (Throat, Waist)
19:
20: Smite Opposition 5/day
Soulmelds Essentia Max Chakra Binds
0 0 0
0 0 0
0 0 0
1 0 0
1 0 0
1 1 0
1 1 0
2 2 1
2 2 1
2 3 1
2 3 1
3 4 1
3 4 1
3 5 2
3 5 2
4 6 2
4 7 2
4 8 3
4 9 3
Meldshaping - The Soulborn uses Constitution to determine the maximum number of soulmelds you can shape at one time and to determine soulmeld saving throws. To activate Meldshaping, rest. Melds last for an entire day, with rare exceptions. Any activated abilities will be on the class radial, and are mostly unlimited use (please be sure to read the description of each meld).
LvL |
BAB |
Fort |
Ref |
Will |
|---|---|---|---|---|
1 |
1 |
2 |
0 |
0 |
2 |
2 |
3 |
0 |
0 |
3 |
3 |
3 |
1 |
1 |
4 |
4 |
4 |
1 |
1 |
5 |
5 |
4 |
1 |
1 |
6 |
6 |
5 |
2 |
2 |
7 |
7 |
5 |
2 |
2 |
8 |
8 |
6 |
2 |
2 |
9 |
9 |
6 |
3 |
3 |
10 |
10 |
7 |
3 |
3 |
11 |
11 |
7 |
3 |
3 |
12 |
12 |
8 |
4 |
4 |
13 |
13 |
8 |
4 |
4 |
14 |
14 |
9 |
4 |
4 |
15 |
15 |
9 |
5 |
5 |
16 |
16 |
10 |
5 |
5 |
17 |
17 |
10 |
5 |
5 |
18 |
18 |
11 |
6 |
6 |
19 |
19 |
11 |
6 |
6 |
20 |
20 |
12 |
6 |
6 |
Class Skills |
Cross Class Skills |
|---|---|
Level |
# of bonus feats |
Feats Granted |
Feats Become Selectable |
|---|---|---|---|
1 |
0 |
||
2 |
0 |
||
3 |
1 |
||
4 |
0 |
||
5 |
0 |
||
6 |
0 |
||
7 |
1 |
||
8 |
0 |
||
9 |
0 |
||
10 |
0 |
||
11 |
1 |
||
12 |
0 |
||
13 |
0 |
||
14 |
0 |
||
15 |
0 |
||
16 |
0 |
||
17 |
0 |
||
18 |
0 |
||
19 |
0 |
||
20 |
0 |
||
21 |
0 |
||
22 |
0 |
||
23 |
1 |
||
24 |
0 |
||
25 |
0 |
||
26 |
1 |
||
27 |
0 |
||
28 |
0 |
||
29 |
1 |
||
30 |
0 |
||
31 |
0 |
||
32 |
1 |
||
33 |
0 |
||
34 |
0 |
||
35 |
1 |
||
36 |
0 |
||
37 |
0 |
||
38 |
1 |
||
39 |
0 |
||
40 |
0 |