The Incarnate Knight [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
TrueMallowman

04-12-08, 10:15 PM
Incarnate Knight

http://i184.photobucket.com/albums/x60/AlexanderKanbara/signum1200x1600fm6.jpg

"Odd glow? You mean this? Don't worry about it, it won't matter in a bit." -Signum Yagami, an incarnate knight

Mastery of the power of the soul and the power of the body are not ones that commonly join. However, there are some who pursue such attempts, realizing that the body and soul are two halves of a whole. These warriors infuse their blades with incarnum and draw the souls of brave knights past to them, becoming powerful combatants wholly in touch with themselves.

BECOMING AN INCARNATE KNIGHT
Incarnate knights perform some study of both soul energy and martial maneuvers before entering this class. Warblade/soulborn combinations generally take to this class, though any combination of meldshaper and martial adept is possible.

ENTRY REQUIREMENTS
To qualify to become an incarnate knight, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Any two discipline skills +8
Meldshaping: Meldshaper level 1st
Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers


Class Skills
An incarnate knight’s class skills (and the key ability for each skill) are
Skills Points at Each Level : 4 + Int

Hit Dice: d10

Level BAB FS RS WS Meldshaping Maneuvers Maneuvers Stances Special
Known Readied Known
1st +1 +2 +0 +0 +1 level 1 0 0 Invest maneuver 1
2nd +2 +3 +0 +0 +1 level 0 0 0 Soulbound stance
3rd +3 +3 +1 +1 +1 level 1 1 0 Chakra binds (crown, feet, hands)
4th +4 +4 +1 +1 +1 level 0 0 0 Soulcharge strike
5th +5 +4 +1 +1 +1 level 1 0 1 Boost investment
6th +6 +5 +2 +2 +1 level 0 1 0 Driven stance
7th +7 +5 +2 +2 +1 level 1 0 0 Invest maneuver 2
8th +8 +6 +2 +2 +1 level 0 0 0 Chakra binds (arms, brow, shoulders)
9th +9 +6 +3 +3 +1 level 1 1 0 Soulboost
10th +10 +7 +3 +3 +1 level 0 0 0 Soul drive


Weapon Proficiencies: An incarnate knight gains no new weapon or armor proficiencies.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit or Diamond Mind disciplines. You must meet a maneuver's prerequisite to learn it. You add your full incarnate knight levles to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, 6th level and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit or Diamond Mind disciplines. You must meet a stance's prerequisite to select it.

Invest Maneuver (Ex): Beginning at 1st level, you can invest essentia in any strike you know that deals hit point damage. For every point of essentia invested, you gain a +1 bonus on attack and damage rolls with that strike. You invest essentia in a maneuver as part of the action used to reinvest your essentia. Once invested, the essentia remains in a maneuver until the maneuver is used, at which point it returns to your essentia pool.

At 7th level, you can invest 3 points of essentia in an expended strike to instantly ready it for use again.

Soulbound Stance (Su): At 2nd level, you learn how to alter your stance so that it increases your ability to channel incarnum. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of soulbound stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using soulbound stance and resume gaining the normal benefit of the stance as a swift action.
While you use this ability, your essentia cap for all soulmelds increases by 1. In addition, you can invest essentia in this stance up to your normal essentia cap - for each point of essentia you invest in soulbound stance, you gain a +1 dodge bonus to your AC.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

Soulcharge Strike (Su): Beginning at 4th level, you gain 1 point of temporary essentia whenever you execute a strike. This temporary essentia lasts until the end of the encounter, and can be invested normally during that time.

Boost Investment (Ex): Beginning at 5th level, you can execute a boost maneuver as part of the same swift action used to invest your essentia. (Special: If you have the ability to take some other action while investing your essentia or performing a boost, you can do all of those actions at once.)

Driven Stance (Su): At 6th level, you learn another application for your stances. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of driven stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using driven stance and resume gaining the normal benefit of the stance as a swift action.
While you use this ability, the essentia cap for your invest maneuver class feature (and the Sapphire Smite feat, if you have it) increases by 2. In addition, you can invest essentia in this stance up to your normal essentia cap - for each point of essentia you invest in driven stance, you gain a +1 bonus on attack and damage rolls with all strikes you perform.

Soulboost (Su): Beginning at 9th level, you gain 1 point of temporary essentia whenever you execute a boost maneuver. This essentia lasts until the end of the encounter, and can be invested normally.

Soul Drive (Su): At 10th level, you have hit the peak of combining your incarnum with your maneuvers. You can now ready a special maneuver belonging to no school, called soul drive. This maneuver is the equivalent of a 9th-level strike (though you may still ready it without meeting the IL prerequisite). You may never trade this maneuver for another one. It requires a full-round action to execute, during which you make a charge attack against a single enemy. If it hits, this attack deals normal damage +Xd10, where X is the amount of temporary essentia you possess. Upon using this maneuver, you lose any temporary essentia you have accrued from your soulcharge strike and soulboost class features.

PLAYING AN INCARNATE KNIGHT
As an incarnate knight, you are a frontliner through and through. Your maneuvers and soulmelds will dictate the specifics, but largely you'll be wading into combat and tearing your enemies to shreds.
Combat: You use as many boosts and strikes as possible in order to build up temporary essentia through your soulcharge strike and soulboost class features, then use that essentia to power your class features and soulmelds. Eventually you will gain the powerful soul drive - use this to finish off a powerful foe after you've spent time building up a large essentia reserve.
Advancement: Largely you'll want to focus on your martial adept side, using the powers granted to you by your soulmelds to augment your existing martial capabilities.
Resources: No special resources are made available to incarnate knights due to their rarity and disparity across the world.

INCARNATE KNIGHTS IN THE WORLD
"She just kept getting brighter and brighter...how did she do that stuff?" -Aries Ventrili, Desert Wind master
By and large, incarnate knights aren't regarded as anything more than a curiosity among curiosities. Pracititioners of the one art or the other will take an interest in someone who hybridizes the two, but most people just can't tell the difference.
WebJiCi

04-13-08, 06:53 AM
Woaw, nice combination you have there. I love it !

One thing though: temporary essentia should last 1 minute after the end of the encounter, or else you might not use Soul Drive at all, since you can kill any opponents with your other maneuvers.
Risada

04-13-08, 03:13 PM
Nice class.... I love it (and the pic as well :D )
It would be nice if the class could offer some way to be able to use both Soulmelds and magic items on the same chakra..... since martial adepts tend to rely on equipment a lot..... or maybe a class feature that grants bonuses acording to the chakra bind..... like a bonus to attack bonus/damage when a soulmeld is bind in the arms chakra, and so forth....

Good work!