Author Topic: AE4.5: Necrocarnate  (Read 60 times)


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AE4.5: Necrocarnate
« on: June 30, 2017, 12:56:16 PM »
A rewrite of the monumentally dysfunctional prc from Magic of Incarnum.


I'm not copy/pasting all the flavor text.  Sorry.

A necrocarnate is generally an evil Incarnate, though other methods of entry are possible.

   Alignment: any Evil.
   Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
   Feats: Necrocarnum Acolyte*.
   Meldshaping: Ability to shape a soulmeld with the necrocarnum descriptor, ability to bind a soulmeld to the crown, feet, and hands chakras.

*new feat described in Chapter 3.

Class Skills
 The Necrocarnate's class skills are Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft.
Skills Points at Each  Level: 2 + int







1 +0 +2 +0 +2 Necrocarnum focus, bonded touch --
2 +1 +3 +0 +3 Harvest soul energy +1 level of existing class
3 +2 +3 +1 +3 Chakra bind (arms, brow, shoulders) +1 level of existing class
4 +3 +4 +1 +4 Necrocarnum soulshield +1 level of existing class
5 +3 +4 +1 +4 Necrocarnum animation +1 level of existing class
6 +4 +5 +2 +5 Improved necrocarnum touch --
7 +5 +5 +2 +5 Transfer soul energy +1 level of existing class
8 +6 +6 +2 +6 Chakra bind (throat, waist) +1 level of existing class
9 +6 +6 +3 +6 Necrocarnum skin +1 level of existing class
10 +7 +7 +3 +7 Greater necrocarnum touch +1 level of existing class
11 +8 +7 +3 +7 Chakra bind (heart)  --
12 +9 +8 +4 +8 Consume soul energy  +1 level of existing class
13 +9 +8 +4 +8 Chakra bind (soul), necrocarnum apocalypse  +1 level of existing class

Weapon and Armor Proficiencies: A necrocarnate gains no new weapon or armor proficiencies.

Meldshaping: At each necrocarnate level except 1st, 6th, and 11th you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the necrocarnate level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds.  If you had more than one meldshaping class before becoming a necrocarnate, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Necrocarnum focus: Upon entering this class, you focus your studies more fully on necrocarnum.  You add all necrocarnum soulmelds to your class soulmeld list (and your soulmelds known, if applicable).  In addition, your necrocarnum soulmelds are extremely hard to suppress or unshape -- you gain a bonus to rolls to resist suppression or unshaping of your necrocarnum soulmelds (as well as the DC for others to suppress your soulmelds) equal to your class level.  Finally, the essentia capacity of any necrocarnum soulmeld you have shaped increases by 1.

Bonded touch (Su): Necrocarnates learn a great many uses of the necrocarnum touch soulmeld; as a result, they have developed a way to use it in conjunction with other soulmelds.  As long as you have at least one other necrocarnum soulmeld shaped, you may shape the necrocarnum touch soulmeld without it occupying a chakra or using up one of your daily soulmelds.  If you bind necrocarnum touch to your arms chakra, the soulmeld occupies the arms chakra as normal. 

In addition, whenever you have the necrocarnum touch soulmeld shaped, you can make touch attacks with it in place of normal attacks (instead of as a standard action).  This allows you, for example, to make multiple attacks with the soulmeld as part of a full-attack action if your base attack bonus is +6 or greater.  This benefit applies even when you make ranged touch attacks by using the arms chakra bind ability.

Harvest soul energy (Su): Beginning at 2nd level, whenever you damage an opponent with your necrocarnum touch (to a maximum of once per round), you gain one point of temporary essentia which you may immediately invest in your necrocarnum soulmelds as part of the same action.  This temporary essentia lasts for a number of rounds equal to the number of essentia invested in your necrocarnum touch when you gain it.  If you later change the number of essentia invested in necrocarnum touch, the duration of any existing temporary essentia you gained from this ability does not change.  Temporary essentia granted by this ability stack.

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 lesser chakras (arms, brow, and shoulders), in addition to any other chakras you have available. When you attain 8th level, your greater chakras (throat and waist) become available for chakra binds.  At 11th level, you can bind soulmelds or magic items to your heart chakra, and at 13th level your soul chakra becomes available.

Necrocarnum soulshield (Su): At 4th level, the necrocarnum that you surround yourself with provides some protection against other harmful effects.  You gain a profane bonus to all your saving throws equal to half the number of necrocarnum soulmelds you have bound at any time.

Necrocarnum animation (Su): Upon reaching 5th level, you gain an incredible command over the powers of necrocarnum and undeath.  Whenever your kill a creature with your necrocarnum touch attack, you may choose to have that creature rise 1d4 rounds later as a necrocarnum zombie under your control.  The necrocarnum zombies you create remain under your control indefinitely.  No matter how many times you use this ability, however, you can control only 4 HD worth of necrocarnum zombies per meldshaper level.  If you exceed this number, all the newly created zombies fall under your control, and any excess zombies from previous uses of this ability become uncontrolled. (You choose which creatures are released.) If you have the necrocarnum circlet bound to your crown chakra, the necrocarnum zombie created by that chakra bind does not count toward the limit.

Improved necrocarnum touch (Su): Beginning at 6th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d10 per essentia invested in the soulmeld.  In addition, your necrocarnum touch threatens a critical on a 19 or 20, and whenever you successfully confirm a critical hit with it, your opponent gains one negative level, as per the enervation spell (with a caster level equal to your meldshaper level).

Transfer soul energy (Su): Beginning at 7th level, you can redistribute essentia you gain from harvesting soul energy among your undead minions.  As an immediate action, you may transfer any number of temporary essentia gained from your Harvest Soul Energy class feature to any necrocarnum zombie or zombies under your control.  You may distribute the essentia however you like among your controlled zombies, who can immediately invest it without spending an action.

Necrocarnum skin (Su): At 9th level, the necrocarnum you've shaped has infused your living skin with some of its profane essence.  You gain damage reduction equal to the number of necrocarnum soulmelds you have shaped at any time, which is overcome only by good-aligned weapons.  In addition, you gain resistance to one energy type of your choice equal to twice the number of necrocarnum soulmelds you have shaped at any time.  You can change the type of energy resistance at any time by spending a swift action.

Greater necrocarnum touch (Su): Upon reaching 10th level, the damage dealt by your necrocarnum touch soulmeld increases to 1d12 per essentia invested in the soulmeld.  In addition, your necrocarnum touch threatens a critical hit on an 18, 19, or 20, and whenever you successfully confirm a critical hit with it, your opponent gains 1d4 negative levels, as per the energy drain spell (with a caster level equal to your meldshaper level).  The DC to remove the negative level is equal to 10 + 1/2 meldshaper level + the number of essentia invested in necrocarnum touch.

Consume soul energy (Su): At 12th level, when one of your minions is destroyed, you can consume the necrocarnum within it, regaining temporary power.  Whenever a necrocarnum zombie under your control is reduced to 0 or fewer hit points, as an immediate action you may gain a number of temporary essentia equal to the essentia pool of the zombie (not including any temporary essentia it gained through your Transfer Soul Energy power).  This temporary essentia lasts for one round, and stacks with temporary essentia gained from other sources.  Using this ability destroys the soul of the original creature utterly, preventing any form of raising or resurrection.  There is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by this spell; check once for each destroyed creature, and if the d% roll fails, the creature cannot be brought back to life by mortal magic.

Necrocarnum apocalypse:  Upon reaching 13th level, the number of Hit Dice of necrocarnum zombies you can control with your Necrocarnum Animation class feature increases to 8 HD times your meldshaper level.