A good Blade Incarnate and the outline of her planetar incarnate avatar
In the world, alignment is real as you or me. Outsiders are a testament to that. Outsiders are also incapable of separating soul from body in death, but creatures that powerful can't simply vanish from reality. Their formless essence wanders for near eternities, some wander forever without purpose, but some find exemplary models of one aspect of their own alignment in life and attach themselves to their souls.
These few, the Blade Incarnates are the more martially spirited outsider/mortal mixtures, focusing on the power of Incarnum and the martial prowess of their disciplines. As Blade Incarnates become more powerful, their outsider spirit begins to shine through more visibly until it can barely be repressed at their peak of power.
The best path for this class is Incarnate/Warblade or Crusader or Swordsage.
Perhaps the alignment isn't entirely needed, perhaps it could be used for any alignment (or any except true neutral, depending on what kind of alignments you're going for) and making it more available to the more martially oriented Soulborn.
Lawful neutral, Neutral good, Neutral evil or Chaotic neutral
Concentration 8 ranks, Knowledge (the planes) 2 ranks, Martial Lore 4 ranks, Spellcraft 4 ranks
Blade Mediation, Cobalt Power, Power Attack
Ability to shape soulmelds
Ability to use 2nd level manuevers, including at least one 2nd level strike.
Must have been shown the power of Incarnum by the essence of a dead outsider that shares at least one component of your alignment, which latches onto your soul and powers your soulmelds.
Balance, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Martial Lore, and Spellcraft
Skill-points per level:
|2nd||+2||+3||+0||+0||Incarnate outsider stance||+1 level of meldshaping class |
|3rd||+3||+3||+1||+1||Bonus feat||+1 level of meldshaping class|
|4th||+4||+4||+1||+1||Weapon attunement(damage)||+1 level of meldshaping class|
|5th||+5||+4||+1||+1||Martial soulmelder||+1 level of meldshaping class |
|7th||+7||+5||+2||+2||Bonus feat||+1 level of meldshaping class |
|8th||+8||+6||+2||+2||Weapon attunement(spell)||+1 level of meldshaping class|
|9th||+9||+6||+3||+3||--||+1 level of meldshaping class |
|10th||+10||+7||+3||+3||Planar avatar||+1 level of meldshaping class |
|Level||Man. Known||Man. Readied||Stances Known|
At each odd-numbered level, you gain one new maneuver known from the Devoted Spirit, Iron Heart or two discipline based on alignment; Good- Golden Saint
, White Raven, Evil- Dread Crown
, Shadow Hand, Law- Diamond Mind, Quicksilver Aegis
, Chaos- Kaleidoscopic Dream
, Tiger Claw. You must meet a maneuverís prerequisites to learn it. You add your full Blade Incarnate level to your initiator level to determine your total initiator level and the highest level of maneuver you can learn. If you have levels in an initiator class that allows you to exchange out maneuvers at certain levels, your Blade Incarnate levels stack with your levels in that class for determining when you may exchange maneuvers. At 3rd, 6th and 9th level, you gain an additional maneuver readied each day.
At 5th level, you gain a new martial stance known from the Devoted Spirit, Iron Heart or the disciplines based on your alignment(see above). You must meet a stanceís prerequisites to learn it.
At each level except 1st and 6th, a Blade Incarnate increases their meldshaper level, the number of soulmelds they can shape, the number and kinds of chakra binds they can create, and their essentia pool as if they had gained a level in the meldshaping class to which they belonged to prior to gaining the Blade Incarnate level. They do not, however gain any other abilities of that class. If they had more than one meldshaping class before becoming a Blade Incarnate, they must decide to which class to add each level for the purpose of determining their essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.
Weapon Attunement (Su):
Before their first Blade Incarnate level is taken, a character hoping to become one must choose a weapon that is close to him. This weapon must be of at least masterwork quality and in the possession of the blade incarnate for at least a year(to attune it to the outsider that has attached itself to your soul). This bond between man and steel gives several benefits as the character levels in this class. Each different ability uses a different investment of essentia.
At 1st level you can invest one point of essentia per class level(rounded up) into your weapon, this improves any enhancement bonus on your weapon by a number equal to to the number of points of essentia invested, though this total still may not exceed +5, so you can only invest 3 points of essentia into a +2 weapon to make it +5.
this improves any enhancement bonus on your weapon by a number equal to to the number of points of essentia invested, though this total still may not exceed +5
At 4th level, you can invest a point of essentia into the weapon to make it deal an additional 1d6 damage. You may invest more essentia, for every extra one essentia you invest into it the damage increases by 1d6. The amount of essentia invested into your weapon cannot exceed half your blade incarnate level(rounded down). This extra damage is represented by an aura of blue fire encircling the blade.
At 6th level, by investing 2 points of essentia into your weapon, you can give your weapon one of four special abilities. The abilities you may choose from are Anarchic
and the ability you choose must match your alignment.
At 8th level you may temporarily lose access to essentia (which is locked within your weapon for a full round during this ability's use)to channel the power of your outsider through you and your weapon. You lose access to 3 points of essentia for a full round per use of this ability to use either chaos hammer
, holy smite
, order's wrath
or unholy blight
based on what your alignment is. This ability's usable at will, but has a recharge rate of 2d4 rounds.
The save DC for the spells is 16+Con modifier and have a caster level equal to your equivalent meldshaper level.
Incarnate Outsider Stance (Su):
A blade incarnate of 2nd level and higher may, as a free action lose all the benefits of his current stance to gain the benefits of this stance. In this stance you are capable of using your soul energy to empower your strikes. When you are in this stance, you gain a dim illusory outline of the outsider that gave you the power of incarnum, though usually taking on a size more suiting to fit your own. It moves and reacts just as you do and tends to have glowing blue eyes. When you are in this stance, you can invest a number of points of essentia into your very manuevers. If you use a strike that deals damage while in this stance and essentia's been invested into it, the strike deals additional damage equal to 1d6 x the invested essentia. The max essentia you can invest into this is equal to half your meldshaper level.
At 3rd level and again at 7th, the Blade Incarnate may select a bonus feat from the list below. The available feats are Adaptive Style, Avenging Strike, Azure Toughness, Bonus Essentia, Cerulean Fortitude, Cerulean Reflexes, Cerulean Will, Cobalt Charge, Cobalt Critical, Cobalt Expertise, Clarion Commander (good only), Devoted Bulwark, Expanded Soumeld Capacity, Extra Granted Maneuver, Extra Readied Maneuver, Faith Unswerving, Gloom Razor (evil only), Improved Essentia Capacity, Incarnum Fortified Body, Ironheart Aura, Martial Stance, Midnight Dodge, Perfect Clarity of Mind and Body (lawful only), Rapid Assault, Reaping Talons (chaotic only), Scribe Martial Script, Shadow Blade (evil only), Split Chakra, Sudden Recovery, Two-Weapon fighting, Unnerving Calm (lawful only), Vital Recovery and White Raven Defense (good only). You must qualify for the feats you choose at these levels.
At 5th level, you gain the ability to synergize the power of your soulmelds with certain a certain discipline. Whenever you are in a stance of a discipline based on your alignment, the essentia capacity for all your soulmelds increases by 1. The disciplines associated with the alignments are Good- White Raven, Evil- Shadow Hand, Law- Diamond Mind and Chaos- Tiger Claw.
Planar Avatar (Ex and Su):
At 10th level, you become even closer to the avatar within you that you take on traits of it. Your type changes to outsider, you gain the (native) subtype and the subtype of your alignment. You also gain DR 10/your opposing alignment. From now on, you are constantly showing the translucent, blue-ish avatar of the outsider within you. This semi-illusory shape can be suppressed as a standard action for as many rounds equal to your Con score.