GREEN MAN
Image!A Green Man is an incarnum user who wields the slow, quiet souls of plants and fungi.
MAKING A GREEN MANA Green Man is a multipurpose character, like all incarnum users.
Abilities: Wisdom and Constitution are very important for a Green Man's meldshaping (and hit points and Will saves); Strength and Dexterity are important for a Green Man focusing on combat.
Races: Mandrakes are the most common Green Men, along with other incarnum races like Azurin, and races drawn to cultivation of flora like elves and halflings.
Alignment: Any, but usually neutral.
Starting Gold: As totemist.
Starting Age: As totemist.
Class SkillsThe Green Man's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
Hit Dice: d8
Green Man
| Base Attack | Fort | Reflex | Will | |
| Essentia | Chakra |
Level | Bonus | Save | Save | Save | Special | Soulmelds | Pool | Binds |
1st | +0 | +2 | +0 | +0 | Photosynthesis, soul of the forest | 2 | 1 | 0 |
2nd | +1 | +3 | +0 | +0 | Chakra bind (hands) | 3 | 2 | 1 |
3rd | +2 | +3 | +1 | +1 | Whispered vigilance (1st) | 3 | 3 | 1 |
4th | +3 | +4 | +1 | +1 | Chakra bind (crown, feet) | 4 | 3 | 1 |
5th | +3 | +4 | +1 | +1 | Capacity for growth +1 | 4 | 4 | 1 |
6th | +4 | +5 | +2 | +2 | Soulseed | 4 | 5 | 2 |
7th | +5 | +5 | +2 | +2 | Whispered vigilance | 5 | 5 | 2 |
8th | +6/+1 | +6 | +2 | +2 | New growth | 5 | 6 | 2 |
9th | +6/+1 | +6 | +3 | +3 | Chakra bind (arms, brow, shoulders) | 6 | 7 | 3 |
10th | +7/+2 | +7 | +3 | +3 | Improved soulseed | 6 | 8 | 3 |
11th | +8/+3 | +7 | +3 | +3 | Whispered vigilance (2nd) | 6 | 9 | 3 |
12th | +9/+4 | +8 | +4 | +4 | Capacity for growth +2 | 6 | 10 | 3 |
13th | +9/+4 | +8 | +4 | +4 | Greater soulseed | 6 | 11 | 3 |
14th | +10/+5 | +9 | +4 | +4 | Chakra bind (throat, waist) | 7 | 12 | 3 |
15th | +11/+6/+1 | +9 | +5 | +5 | Whispered vigilance | 7 | 13 | 4 |
16th | +12/+7/+2 | +10 | +5 | +5 | Improved new growth | 7 | 14 | 4 |
17th | +12/+7/+2 | +10 | +5 | +5 | Chakra bind (heart) | 8 | 16 | 4 |
18th | +13/+8/+3 | +11 | +6 | +6 | Germination | 8 | 18 | 5 |
19th | +14/+9/+4 | +11 | +6 | +6 | Whispered vigilance (3rd) | 9 | 20 | 5 |
20th | +15/+10/+5 | +12 | +6 | +6 | Chakra bind (soul) | 9 | 22 | 5 |
Weapon and Armor Proficiencies: As a Green Man, you gain no proficiencies with armor, though you are proficient with simple weapons and any natural weapons or armor you acquire from class features or soulmelds.
Meldshaping: A Green Man's primary ability is shaping incarnum soulmelds, which are drawn from the Green Man soulmeld list (given below). You know and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a Green Man soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your Green Man level.
A Green Man can shape only a certain number of soulmelds per day, as given on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.
At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the table above (this pool is in addition to the extra point of essentia you gain from the Green Man base traits). Your Hit Dice, as noted on Magic of Incarnum Table 2—1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action each round, you can reallocate your essentia investments. A Green Man does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.
Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on the table above). At 2nd level, you can bind a soulmeld to your hands chakra. Beginning at 4th level, you can bind soulmelds to your crown or feet chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras, and at 14th level, you can bind soulmelds to your throat or waist chakras. At 17th and 20th level, you unlock you heart and soul chakras, respectively.
Photosynthesis (Ex): Green Men learn quickly to draw upon the light of the sun for sustenance, like the plants they emulate. If you spend at least 1 hour per day in bright sunlight (or equivalent magical light, such as the
daylight spell), you do not need to eat or drink.
Soul of the Forest (Su): A Green Man wields the warm, often-dormant soul of nature. By calling this nascent animus to his will, the Green Man becomes a powerful and deadly combatant. Whenever you are in a natural environment, your Green Man soulmelds cannot be unshaped against your will. In addition, at all times you gain an armor bonus equal to twice the number of Green Man soulmelds you have shaped at any time; this armor bonus does not stack with an armor bonus from any other source. You may invest essentia into this class feature as you would any other essentia receptacle (subject to the usual maximum); for each essentia invested this way, you gain a +1 enhancement bonus to your armor bonus granted by this class. In addition, when you gain this class feature, you may select a +1-equivalent armor enchantment, which you can apply instead of the +1 enhancement bonus when investing essentia into this class feature. You may change the chosen armor enchantment each time you gain a level of Green Man, and may choose equivalent enchantments up to the maximum enhancement bonus you can generate (due to the limit on invested essentia).
Whispered Vigilance (Sp): The trees are always watching, and a Green Man can tap into that knowledge. At 3rd level, choose a 0th- or 1st-level divination spell, which you may use once per day as a spell-like ability. If you have a racial spell-like ability, you may spend uses of that ability in place of daily uses of this ability, and vice versa. Once per day, you can invest essentia into this class feature to gain one additional daily use of this ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
At 7th level and every 4 levels after, you may select an additional divination spell as a spell-like ability, using the same pool of daily uses. At 11th level and 19th level, the maximum level of divination spell you can select increases by 1, as shown on the table above.
Capacity for Growth (Ex): A Green Man wields a more primal form of incarnum, built of the souls of plant creatures throughout history. Like his forebears, he
grows. At 5th level, and again at 12th level, the essentia capacity of your feats, racial abilities, and class features increases by 1, superseding the number on MoI Table 2—1. This does not apply to soulmelds or magic items, but only to feats, class features, or other abilities that allow essentia investment.
Soulseed: As plants are cultivated for food, tools, and companionship, so a Green Man learns to cultivate incarnum for use by everyone. At 6th level, you gain Soulcrafting as a bonus feat, even if you don't meet the prerequisites.
New Growth (Su): Plants are known for incredible rates of growth, and as a Green Man you emulate this ability. Starting at 8th level, you heal 1 hit point every 10 minutes, and 1 point of ability damage every hour. Once per day, you may invest essentia in this ability to increase the amount of hit point and ability damage you heal by 1 point per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
Improved Soulseed: Green Men can share the bounty of their abilities. At 10th level, you gain Chakraic Panoply as a bonus feat, even if you don't meet the prerequisites.
Greater Soulseed: The generosity of a Green Man knows no bounds. At 13th level, you gain Azure Technochorigisy as a bonus feat, even if you don't meet the prerequisites.
Improved New Growth (Su): A Green Man sprouts like bamboo. Upon reaching 16th level, your New Growth ability heals you 1 hit point per minute and 1 point of ability damage per 10 minutes, increased via essentia as normal.
Germinate (Su): Green Men can plant the seeds of their own renewal. Starting at 18th level, once per day you can invest essentia into this ability. If you die with essentia invested in this ability, you are automatically reincarnated as a Mandrake after 1 hour. This effect otherwise functions as per the
reincarnate spell. Reduce the delay time by up to 10 minutes per invested essentia (to a minimum of 1 minute). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
If you are returned to life by some other means before you are reincarnated by this ability, the effect is canceled.