INCARNATE KNIGHT

"Odd glow? You mean this? Don't worry about it, it won't matter in a bit.

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.

HD: d10

Requirements
Base Attack Bonus: +5
Skills: 8 ranks in any two key discipline skills
Meldshaping: Meldshaper level 1st
Martial Maneuvers: Must know at least two maneuvers of the Devoted Spirit or Diamond Mind disciplines.

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Spellcraft (Int), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special|Meldshaping
1st|+1|+2|+0|+0|Invest maneuver 1|+1 of existing meldshaping class
2nd|+2|+3|+0|+0|Soulbound stance|+1 of existing meldshaping class
3rd|+3|+3|+1|+1|Chakra binds (crown, feet, hands)|+1 of existing meldshaping class
4th|+4|+4|+1|+1|Soulcharge strike|+1 of existing meldshaping class
5th|+5|+4|+1|+1|Boost investment|+1 of existing meldshaping class
6th|+6|+5|+2|+2|Driven stance|+1 of existing meldshaping class
7th|+7|+5|+2|+2|Invest maneuver 2|+1 of existing meldshaping class
8th|+8|+6|+2|+2|Chakra binds (arms, brow, shoulders)|+1 of existing meldshaping class
9th|+9|+6|+3|+3|Soulboost|+1 of existing meldshaping class
10th|+10|+7|+3|+3|Soul drive|+1 of existing meldshaping class
[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|0|0
3rd|1|1|0
4th|0|0|0
5th|1|0|1
6th|0|1|0
7th|1|0|0
8th|0|0|0
9th|1|1|0
10th|0|0|0
[/table]

Weapon and Armor 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 discipline. You must meet a maneuver's prerequisite to learn it. You add your full incarnate knight levels 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 discipline. 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 forego 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. 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 forego 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 discipline, called soul drive. This maneuver is the equivalent of a 9th-level strike (though you may still ready it without meeting the initiator level prerequisite). You may never exchange 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.