The IncarnateA brother to the Monster Slayer, the Incarnate lives to take the fight to creatures that most couldn’t even face. Like his kindred, his motto is “Know thine enemy”, but he takes a more extreme approach, become like that which he hunts.
Depending on your campaign setting an Incarnate could be:
- An obsessed warrior, trying to become powerful enough to defeat any foe.
- A brave knight, sacrificing his humanity, so that others won’t have to.
- A wizards experiment, gone horribly wrong, or perhaps flawlessly right.
- A devoted servant of a monstrous god, granted boons for his faith.
- A warrior who discovered ancient rituals to bind the spirits of monsters to himself, and gain a measure of their power.
Party Role: Combatant / Wild Card – Depending on the abilities he trained prior to, and indeed after, becoming an Incarnate, he could be any number of things, but always will he be a formidable foe.
Class FeaturesRequirements: Base Attack 3+, Resolve 4+ Ranks, 2+ Studies [Monster Species]
Favored Attributes: Strength and Constitution
Class Skills: 8
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level
Base Attack: High
Fort Save: Medium
Ref Save: Low
Will Save: High
Defence: Medium
Initiative: Medium
Lifestyle: Low
Legend: Medium
Core Ability: Eviscerate: Each time you spend an action die to boost an attack check with a melee or natural weapon the attack also gains Armour Piercing equal to the action die result.
Class Abilities: Awakening: The Incarnate awakens something within themselves, and may take the first step on one of the monstrous paths, for which they possess a corresponding study. If the incarnate is also a priest, they may now count natural attacks as their ritual weapon, for the purpose of class abilities, paths, and other options.
Unstoppable Force: At level 2, your natural attacks gain the
Keen quality equal to your strength modifier. At Level 7, your natural attacks heal you of vitality equal to half the damage inflicted [after damage reduction / resistance].
Evolution: The Incarnate evolves further away from what they once were, you may take an addition step on one of your monstrous paths, or begin a new one. If the Incarnate is also a priest they may use this ability to instead take a step on one of their alignments paths.
More than Human: You can use your preys’ abilities as if they’re your own. At Level 4, once per session as a 1-minute action, you may choose 1 NPC quality except class ability, damage defiance, feat, or veteran with an XP value of 5 or less belonging to any of of the monsters you have a Study in. You gain this NPC quality until the end of the scene. At level 8 you may use this ability twice per session.
Heritage Obtained: The Incarnate uses his power to unlock the powers of another race, you gain one heritage feat, ignoring “Level 1 only” requirements.
Natural Advancement: The Incarnate embraces his unique heritage, at level 6, you gain a bonus Species feat.
Immovable Object: At level 8, you gain Thick Hide equal to your Constitution Modifier.
Perfect Incarnation: At level 10, the Incarnate learns to awaken the full extent of the power within them, and as a full round action may transform into one of the monsters they have a study in. This monster is a special NPC with a threat level equal to the Incarnates career level, worth no more then 100XP. Using this ability is very taxing, and Incarnates can only sustain the transformation for a number of rounds equal to their constitution score. They may use this ability once per session.
1: Awakening.
Eviscerate.
2: Unstoppable Force I.
3: Evolution.
4: More than Human 1/Session. Heritage Obtained.
5: Evolution.
6: Natural Advancement.
7: Unstoppable Force II. Evolution.
8: More than Human 2/Session. Immovable Object.
9: Evolution.
10: Perfect Incarnation.
Sample Monstrous PathsPath of the Stone GolemStone Golem I: You gain a
Slam I natural attack.
Stone Golem II: You gain the
Improved Stability NPC quality, and your Slam improves to Slam II.
Stone Golem III: You gain the
Knockback NPC quality, and your size increases by 1 step.
Stone Golem IV: Your type changes to
Construct.
Stone Golem V: You gain
Spell Defence IV.
Path of the Fire DragonFire Dragon I: You gain a
Bite I natural Attack.
Fire Dragon II: You gain Damage Resistance [Fire and Heat] equal to your Path Step x 3, and your Bite improves to Bite II.
Fire Dragon III: You gain a Fire Breath attack [as per Drake, see page 9], and may take breath weapon feats as a Drake.
Fire Dragon IV: You gain the
Fearsome and
Menacing Threat NPC qualities
Fire Dragon V: You gain a Winged Flight speed equal to twice your land speed.
What do you guys think? Also if anyone wants to throw together a monstrous path, feel free to contribute.
