A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing — you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard level.
To qualify for a racial substitution level, you must be of the proper race. For instance, to select a racial substitution level of azurin cleric, you must be an azurin. The four races featured in this book — azurin, duskling, rilkan and skarn — each have racial substitution levels for one class from the Player’s Handbook. Added to these are racial substitution levels for a variety of existing races who can choose to become meldshapers. Essentially, each set of substitution levels presents a racially flavoured variant standard class for your game. The DM can add more racial substitution level options (such as for azurin paladins or duskling druids) as desired, using the ones presented here as guidelines.
For each class with racial substitution levels, you can select each substitution level only at a specified class level. When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class, and you get the substitution level benefits instead. You can’t go back and gain the benefits for the level you swapped out — when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally.
For instance, if you are a 6th-level barbarian and take the duskling barbarian substitution level for 7th level, you forever lose the benefits normally provided to a standard 7th-level barbarian (gaining instead the racial substitution benefits for an 7th-level duskling barbarian). When you gain another level in barbarian, you gain the 8th-level benefits of the standard barbarian class.
Unless otherwise noted in the description of a racial substitution level benefit, a character who takes a racial substitution level gains spellcasting ability (increases in spells per day and spells known, if applicable) as if he had taken this level in the standard class. A meldshaping character likewise gains meldshaping ability (soulmelds, essentia and chakra binds) as if he had taken this level in the standard class.
A character need not take all the substitution levels provided for a class. For instance, a duskling barbarian might decide to take only the racial substitution level at 7th level, ignoring the previous substitution level.
The description of each substitution level benefit explains what occurs to the standard class ability not gained, if that ability would normally increase at a specific rate (such as the rilkan rogue’s sneak attack).
When a substitution level changes the standard class’s Hit Die or class skill list, the change applies only to the specific substitution level, not to any other class levels. A duskling who takes the duskling barbarian substitution level as a beginning character gains 10 hit points (from the substitution level’s d10 Hit Die), and gains an additional 1d10 hit points for each additional duskling barbarian substitution level she takes later in her career, but she gains the normal d12 Hit Die for all standard barbarian levels.
An aasimar incarnate sees himself as a representative of his
celestial forebears and a defender of his mortal kin. More
martially minded that most incarnates, an aasimar who
takes up this mantle is a stalwart champion of the weak and
downtrodden. He embodies good as much as any creature
(short of an angel) can, which manifests itself in his method
of shaping and wielding incarnum.
An aasimar incarnate’s number of soulmelds, total
essentia, and chakra binds are as detailed on Table 2-2:
The Incarnate.
Hit Die: d8.
Requirements
To take an aasimar incarnate substitution level, a character
must be a neutral good aasimar about to take his 1st, 3rd,
or 7th level of incarnate.
Class Skills
Aasimar incarnate substitution levels grant the same class
skills as the standard incarnate class, plus Diplomacy.
Skill Points at Each Level: 2 + Int modifier (or four times
this number as a beginning character).
Class Features
All of the following are features of the aasimar incarnate
racial substitution levels.
Martial Weapon: An aasimar incarnate trains for
combat more rigorously than a traditional incarnate. At
1st level, he can select any martial melee weapon and gain
the Martial Weapon Proficiency and Weapon Focus feats
with that weapon. Aasimar incarnates tend to select the
warhammer (since this is the weapon created by the good
incarnum weapon soulmeld).
This benefit does not replace any incarnate class feature.
Incarnum Radiance (Su): An aasimar incarnate recognizes
that strong defence is not the only tool required
against the forces of evil—one must be able to strike true
against the foes of good. In addition to the normal effect
of the incarnum radiance, while it is active the incarnate’s
natural and weapon attacks are treated as good-aligned for
the purpose of overcoming damage reduction. If he has the
incarnate weapon soulmeld shaped (see page 72), that weapon
deals an extra 1d6 points of damage to creatures with the evil
subtype while the incarnum radiance is active.
An aasimar incarnate cannot grant his allies this additional
benefit with the share incarnum radiance class feature.
This benefit augments, but does not replace, the standard
incarnate’s incarnum radiance class feature.
Share Incarnum Radiance (Su): An aasimar incarnate,
despite his strong dedication to good, recognizes that not
all creatures have the moral fortitude to stand strongly
against evil. Whenever he chooses to share the effect of
his incarnum radiance with nearby allies, he can grant
its benefit to any nonevil ally (rather than just any good
ally). He must make this choice at the time the radiance
is activated.
An aasimar incarnate cannot share the good alignment of
his attacks (see Incarnum Radiance, above) with allies.
This benefit augments, but does not replace, the standard
incarnate’s share incarnum radiance class feature.
An azurin cleric dedicates herself not only to a deity or pantheon, but also to the power of incarnum. Just as most azurins cleave to polarized alignments, azurin clerics take extreme positions on morals and ethics. Azurin clerics prefer to battle foes opposed to their alignment, and work best with other incarnum-wielding characters.
Class: Cleric.
Hit Die: d8.
To take an azurin cleric substitution level, a character must be an azurin about to take her 1st, 4th or 9th level of cleric.
Azurin cleric substitution levels grant the same class skills as the standard cleric class, plus Knowledge (The Planes).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + int modifier.
All of the following are features of the azurin cleric racial substitution levels.
Chaotic, Evil, Good and Lawful Spells: An azurin cleric who selects any azurin cleric substitution level loses the ability to cast any spells of an alignment that doesn’t match her own. For example, a chaotic good azurin cleric can’t cast evil or lawful spells.
This restriction replaces the standard cleric restriction regarding what alignment of spells the cleric can cast.
Channel Incarnum (Su): An azurin cleric channels incarnum rather than mere positive or negative energy. Once per round as a free action, an azurin cleric can grant herself bonus essentia equal to her Charisma bonus or ½ her cleric level (whichever is lower), minimum 1. This essentia lasts for 1 round.
The character can use this ability a number of times per day equal to 3 + her Charisma modifier.
This benefit replaces a standard cleric’s ability to turn or rebuke undead gained at 1st level. An azurin cleric can use this ability in place of turn or rebuke undead to qualify for any divine feat, and can spend daily uses of this feat to power divine feats as if they were daily uses of turn or rebuke undead (though doing so requires a standard action rather than a free action unless the feat states otherwise).
Soultouched Weapon (Su): Beginning at 4th level, an azurin cleric can use incarnum to imbue her weapon with the power of her soul’s convictions. This requires a move action and grants a single held melee weapon an alignment for the purpose of overcoming damage reduction. The alignment chosen must be part of the azurin cleric’s alignment; for example, a chaotic good azurin cleric could choose to make her weapon chaotic or good, but not lawful or evil. A neutral azurin cleric gains no benefit from this class feature.
While this ability is in effect, an azurin cleric can also invest essentia in the affected weapon. The weapon gains an insight bonus equal to the invested essentia on damage rolls against creatures whose alignment includes a component opposed to the chosen alignment. For example, a good weapon would deal an extra 1 point of damage per point of invested essentia against evil creatures (whether lawful evil, neutral evil or chaotic evil).
The effects of this ability last for a number of rounds equal to 3 + ½ her class level. An azurin cleric can use this ability a number of times per day equal to 3 + her Charisma modifier.
This benefit replaces the 2nd-level spell slot gained by a standard cleric at 4th level. From this point forward, the number of 2nd-level spell slots possessed by an azurin cleric is reduced by one.
Distribute Incarnum (Su): A 9th-level azurin cleric can enhance the essentia pools of nearby allies by distributing free-flowing incarnum in the environment. This requires the cleric to sacrifice a cleric spell of 5th level or higher (a standard action that does not provoke attacks of opportunity) and grants all allies (including herself) within 30 feet bonus essentia equal to the spell’s level. All affected characters can immediately invest this essentia without spending an action (though currently invested essentia may not be shifted). The essentia lasts until the end of the cleric’s next turn.
If an ally has no essentia pool, she can instead choose to heal 1 hp of damage per point of essentia that would be granted. This applies equally to all living and undead creatures, regardless of whether the cleric would normally spontaneously cast cure or inflict spells.
This benefit replaces a standard cleric’s ability to spontaneously cast cure or inflict spells of 5th level and above.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Channel Incarnum | As standard cleric |
| 4th | +3 | +4 | +1 | +4 | Soultouched Weapon | See text |
| 9th | +6/+1 | +6 | +3 | +6 | Distribute Incarnum | As standard cleric |
The duskling’s savage nature lends itself well to life as a barbarian. She channels incarnum to enhance her speed and defence, relying on her race’s natural link to this mystical energy rather than pure physical prowess. Though not quite as tough as a typical barbarian, she makes up for this with her ferocious determination and powers of incarnum.
Class: Barbarian.
Hit Die: d10.
To take a duskling barbarian substitution level, a character must be a duskling about to take her 1st, 7th or 11th level of barbarian.
Duskling barbarian substitution levels grant the same class skills as the standard barbarian class, plus Knowledge (The Planes).
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Illiteracy, Rage (1/day), Incarnum Speed |
| 7th | +7/+2 | +5 | +2 | +2 | Incarnum Defence |
| 11th | +11/+6/+1 | +7 | +3 | +3 | Incarnum Rage |
All of the following are features of the duskling barbarian racial substitution levels.
Incarnum Speed (Su): A duskling barbarian can channel incarnum to dramatically improve her land speed and her ability to react to danger. Every point of essentia invested in this class feature increases the character’s base land speed by 10 feet, but only while wearing medium, light or no armour and not carrying a heavy load. This is an enhancement bonus, and thus does not stack with a duskling’s racial ability to increase her speed. A duskling barbarian also gains an insight bonus on initiative checks equal to twice the invested essentia.
This benefit replaces a standard barbarian’s fast movement class feature gained at 1st level.
Incarnum Defence (Su): At 7th level, a duskling barbarian gains the ability to use incarnum to protect herself against damage. Investing a point of essentia in this class feature grants damage reduction 1/— and 1 point of resistance to all types of energy (acid, cold, electricity, fire and sonic); every additional point of essentia invested increases this damage reduction and resistance to energy by 1.
This benefit replaces a standard barbarian’s damage reduction class feature gained at 7th level. A duskling barbarian who selects this substitution level never gains damage reduction from her barbarian class levels.
Incarnum Rage (Su): Beginning at 11th level, when a duskling barbarian enters a rage, she gains 2 points of essentia. This essentia disappears when the rage ends.
This benefit replaces a standard barbarian’s greater rage class feature gained at 11th level. If a duskling barbarian would later gain the mighty rage class feature, she instead gains greater rage.
A dwarf soulborn has a strong link to the souls of his
ancestors and gains special benefits from their knowledge.
Unlike most soulborns, the dwarf soulborn pays particular
homage to a deity—in this case, Moradin Soulforger,
the god of the dwarves. Believing that incarnum is a
precious gift from Moradin, a dwarf soulborn prefers to
wield the same weapon as his deity and is rewarded for
this choice.
A dwarf soulborn’s number of soulmelds, total essentia,
and chakra binds are as detailed on Table 2-3: The
Soulborn.
Hit Die: d12.
Requirements
To take a dwarf soulborn substitution level, a character must
be a lawful good dwarf about to take his 1st, 3rd, or 9th level
of soulborn.
Class Skills
Dwarf soulborn substitution levels grant the same class skills
as the standard soulborn class, plus Knowledge (dungeoneering).
Dwarf soulborns display an uncanny ability to recognize
and identify the denizens and hazards encountered below
the surface of the world.
Skill Points at Each Level: 2 + Int modifier (or four times
this number as a beginning character).
Class Features
All of the following are features of the dwarf soulborn racial
substitution levels.
Smite Opposition (Su): A dwarf soulborn can deliver
smite attacks just as a normal soulborn. However, if he delivers
the smite with a warhammer, he can increase the bonus on
the attack roll by 1 (as if his Charisma were 2 points higher).
This ability reflects his innate link to the Hammer of Souls
wielded by Moradin.
This effect augments, but does not replace, a standard
soulborn’s ability to smite opposition.
Stoneborn Insight: A dwarf soulborn’s channeling of
incarnum invests him with the insights of his ancestors, both
in matters of stoneworking and combat. This ability takes the
form of an insight bonus equal to the number of soulmelds
he has shaped on the following checks and rolls.
• Appraise and Craft checks regarding stone or metal.
• Search checks related to his stonecunning racial trait (see
page 15 of the Player’s Handbook).
• Damage rolls made against orcs, goblinoids, or giants.
This benefit replaces the standard soulborn’s bonus feat
gained at 3rd level.
Share Incarnum Defence (Su): Moradin recognizes
that a dwarf soulborn is one of the god’s champions in the
world and a faithful servant of the dwarf people. As such, he
is rewarded with greater ability to bolster his dwarf allies. A
dwarf soulborn can share his incarnum defence with any
dwarf within 30 feet that he can see as a free action (rather
than by touch as a standard action).
This benefit augments, but does not replace, the standard
soulborn’s share incarnum defence class feature.
ELF SOULBORN
To those who do not recognize her special gift, an elf soulborn
might appear unnaturally tranquil and patient. Her special
contact with the souls of her people perpetually reminds her
of the value of a long-term outlook. Even if she fails in her
tasks, she knows that her soul will inform those who come
after her of what has come before. As befits their heritage,
they tend to be keen-eyed archers.
An elf soulborn’s number of soulmelds, total essentia, and
chakra binds are as detailed on Table 2-3: The Soulborn.
Hit Die: d10.
Requirements
To take an elf soulborn substitution level, a character must
be a chaotic good elf about to take her 1st, 2nd, or 7th level
of soulborn.
Class Skills
Elf soulborn substitution levels grant the same class skills as
the standard soulborn class, plus Search and Spot. Regardless
of her other talents, an elf soulborn tends to keep her powers
of vision strong as a measure of respect for her ancestors.
Skill Points at Each Level: 2 + Int modifier (or four times
this number as a beginning character).
Class Features
All of the following are features of the elf soulborn racial
substitution levels.
Smite Opposition (Su): An elf soulborn’s link to the
master archers of her race allows her to charge her bow attacks
with the power of incarnum. She can deliver smite attacks
just as a normal soulborn. However, she can deliver this smite
attack with either an arrow fired from a bow or with a melee
attack (unlike the normal smite opposition attack, which can
only be delivered with a melee attack). The foe to be smited
must be within 30 feet of her to deliver the smite attack
by an arrow.
This effect augments, but does not replace, the standard
soulborn’s ability to smite opposition.
Incarnum Defence (Su): The incarnum that fuses to
an elf soulborn’s being changes her mind and body as well.
This manifests at 2nd level, when her eyes become solid orbs
of deep forest green, with no visible pupil or iris. She gains
immunity to enchantment (charm) effects.
This benefit augments, but does not replace, the standard
soulborn’s incarnum defence class feature.
Vigilance of the Ancestors (Ex): As a side effect of channeling
incarnum, an elf soulborn benefits from the inherent
vigilance of her people. The range of her low-light vision
improves to triple normal human sight.
Whenever a soulmeld occupies an elf soulborn’s brow
chakra, she gains improved visual acuity. She gains an
insight bonus on Search and Spot checks equal to twice
the invested essentia.
If a soulmeld is actually bound to her brow chakra,
the range increment of any bow she uses increases by
one-half.
This benefit replaces the standard soulborn’s bonus feat
gained at 7th level.
GNOME INCARNATE
A gnome incarnate is a righteous and cunning servant of
the cause of good. Often dedicated to Garl Glittergold, the
god of gnomes, a gnome incarnate is a living testament to
the traditions of the race. His link to the souls of gnomes
past, present, and future gives the gnome incarnate a
special place of honour among their people, which he holds
quite sacred.
A gnome incarnate’s number of soulmelds, total essentia,
and chakra binds are as detailed on Table 2-2: The
Incarnate.
Hit Die: d6.
Requirements
To take a gnome incarnate substitution level, a character
must be a neutral good gnome about to take his 1st, 2nd, or
7th level of incarnate.
Class Skills
Gnome incarnate substitution levels grant the same
class skills as the standard incarnate class, plus Hide.
Gnome incarnates recognize the value in not being
seen, whether as part of an ambush or simply to evade an
enemy’s detection.
Skill Points at Each Level: 4 + Int modifier (or four times
this number as a beginning character).
Class Features
All of the following are features of the gnome incarnate racial
substitution levels.
Racial Defence (Su): A gnome incarnate serves on
the front line of defence for his village or town. He relies
on the knowledge of the souls within him to guide him
in battling his people’s most dangerous foes. A gnome
incarnate gains an insight bonus on damage rolls made
against kobolds, goblinoids, and giants equal to one-half
the number of soulmelds he has shaped. If at least one
other gnome ally is within 30 feet and visible to the
incarnate, this insight bonus instead equals the number
of soulmelds shaped.
This benefit replaces the standard incarnate’s detect opposition
class feature gained at 1st level.
Detect Thoughts (Sp): A gnome incarnate recognizes that
foreknowledge of an enemy’s plans makes the best tool for
battle. As long as a soulmeld is bound to his crown chakra,
he can use detect thoughts once per day. The save DC is equal
to 12 + his Cha modifier, and his caster level is equal to his
meldshaper level.
This benefit does not replace any class feature.
Share Incarnum Radiance (Su): A gnome incarnate
can share some of his race’s natural talents with his allies.
Whenever he shares his incarnum radiance with allies,
his allies gain a +4 dodge bonus to AC against giants, in
addition to the normal benefit of the incarnum radiance.
If the creature already has a racial trait that grants a dodge
bonus to AC against giants (such as a dwarf or gnome), this
bonus does not stack with that benefit—only the better
bonus applies.
This benefit augments, but does not replace, the standard
incarnate’s share incarnum radiance class feature.
HALFLING TOTEMIST
A halfling totemist is a bit of an outsider, even among her
own people. She tends to avoid social interaction with
other people, preferring instead the quiet solitude of her
spiritual link with the souls of the beast world. When
she or her people are threatened, however, she becomes a
fierce defender. Though not as physically tough as a typical
totemist, the halfling is more athletic and agile than
others of her class.
A half ling totemist’s number of soulmelds, total essentia,
and chakra binds are as detailed on Table 2-4: The
Totemist.
Hit Die: d6.
Requirements
To take a half ling totemist substitution level, a character
must be a half ling about to take her 1st, 3rd, or 8th level
of totemist.
Class Skills
Halfling totemist substitution levels grant the same class
skills as the standard totemist class, plus Climb, Hide,
Jump, and Move Silently. A typical half ling totemist is
athletic and stealthy, much like the beasts whose powers
she shares.
Skill Points at Each Level: 4 + Int modifier (or four times
this number as a beginning character).
Class Features
All of the following are features of the halfling totemist racial
substitution levels.
Low-Light Vision (Su): A halfling totemist manifests
some of the physical nature of the wild beasts whose souls
she channels. As long as any soulmeld occupies her brow
chakra, she gains low-light vision, enabling her to see twice
as far as a human in starlight, moonlight, torchlight, and
similar conditions of shadowy illumination.
This benefit does not replace any class feature.
Wild Vigor (Su): A half ling totemist draws on the
power of nature to gain minor physical benefits, depending
on the soulmelds that she has shaped. If she has a
soulmeld occupying her arms chakra, she gains a +2
competence bonus on Swim checks. If she has a soulmeld
occupying her feet chakra, she gains a +2 competence
bonus on Jump checks. If she has a soulmeld occupying
her hands chakra, she gains a +2 competence bonus on
Climb checks.
This benefit replaces the standard totemist’s totem’s protection
class feature gained at 3rd level.
Fast Movement (Ex): Like the beasts of the world, a
halfling totemist can dart quickly across the battlefield. Her
land speed is faster than the normal for her race by 10 feet.
This benefit applies only when she is wearing no armour or
light armour and carrying no more than a light load. This is
otherwise identical to the barbarian’s fast movement class
feature (see page 25 of the Player’s Handbook).
This benefit replaces a standard totemist’s ability to rebind
a totem soulmeld gained at 8th level. A halfling totemist
instead gains that class feature at 12th level, and thereafter
the number of times per day she can use that ability is
reduced by one.
A rilkan rogue is typically a silver-tongued trickster or charlatan, or perhaps simply a charismatic daredevil. She relies on personality and passion for adventure to win the day. Despite her considerable talents of interaction and deception, though, she is quite capable of holding her own in a fight --— all the better to survive the anger of a deceived merchant or a spurned suitor.
Class: Rogue.
Hit Die: d6.
To take a rilkan rogue substitution level, a character must be a rilkan about to take her 1st, 3rd or 10th level of rogue.
Rilkan rogue substitution levels grant the same class skills as the standard rogue class, plus Speak Language.
Skill Points at Each Level: 8 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Trapfinding, Improved Flanking |
| 3rd | +2 | +1 | +3 | +1 | Sneak Attack +1d6, Bardic Knowledge, Bonus Feat |
| 10th | +7/+2 | +3 | +7 | +3 | Fortunate Reflexes |
All of the following are features of the rilkan rogue racial substitution levels.
Improved Flanking (Ex): A rilkan rogue who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. Any other rilkans flanking the same opponent also benefit from this improved bonus. Other, non-rilkan characters flanking with the rilkan rogue don’t gain this increased bonus.
This benefit replaces a standard rogue’s sneak attack ability gained at 1st level. Instead, a rilkan rogue gains sneak attack at 3rd level and reduces the extra damage dice indicated by 1d6.
Bardic Knowledge (Ex): A rilkan rogue picks up a lot of stray knowledge while interacting with others. Starting at 3rd level, she can make a special bardic knowledge check with a bonus equal to her rogue level plus her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items or significant places. This is otherwise identical to the bard’s class feature of the same name.
This benefit replaces the standard rogue’s trap sense class feature gained at 3rd level. A rilkan rogue who selects this substitution feature never gains trap
sense from her rogue levels.
Bonus Feat: At 3rd level, a rilkan rogue selects one of the following feats as a bonus feat: Deceitful, Diligent, Investigator, Negotiator or Persuasive.
Fortunate Reflexes (Ex): A rilkan rogue enjoys living life on the edge, taking risks that other rogues might avoid. Beginning at 10th level, a rilkan rogue can choose to reroll any failed Reflex save. The rogue must take the result of the reroll, even if it’s worse than the original roll. If the original roll is a natural 1, the rilkan rogue can’t use this ability.
This benefit replaces the standard rogue’s special ability gained at 10th level. Furthermore, a rilkan rogue forever forfeits the ability to gain improved evasion as a rogue class feature. (She can still gain improved evasion from some other source).
A skarn monk takes his race’s dedication to “perfection of form” to great extremes, tuning his body, mind and soul to extraordinary purity. As part of this perfection, he learns to channel incarnum to achieve various effects and also gains the ability to use his arm spines with tremendous effectiveness.
Class: Monk.
Hit Die: d8.
To take a skarn monk substitution level, a character must be a skarn about to take his 1st, 5th or 10th level of monk.
Skarn monk substitution levels grant the same class skills as the standard monk class, plus Intimidate.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Spine Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +2 | Bonus Feat, Flurry of Blows, Spine Strike | -2/-2 | 1d6 | +0 | +0 ft. |
| 5th | +3 | +4 | +4 | +4 | Purity of Body, Defensive Insight | +2/+2 | 1d8 | +0 | +10 ft. |
| 10th | +7/+2 | +7 | +7 | +7 | Slow Fall 50 ft., Shape Soulmeld, Chakra Bind (Arms) | +7/+7/+2 | 1d10 | +0 | +30 ft. |
All of the following are features of the skarn monk racial substitution levels.
Spine Strike (Ex): For all purposes related to monk class features, a skarn monk can treat his arm-spine attack as if it were an unarmed strike. This includes using it as part of a flurry of blows, ki strike and the increased damage dealt by arm spines as the skarn monk gains levels (1d8 at 4th level, 1d10 at 8th level and so forth).
This benefit replaces a standard monk’s unarmed strike class feature gained at 1st level.
Defensive Insight (Su): As a skarn monk becomes more in tune with the soul energy flowing through his body, he learns to rely on this insight to aid his defence. Beginning at 5th level, a skarn monk gains a +1 insight bonus to AC for every point of essentia invested in this class feature. Insight bonuses to AC apply at all times, even against touch attacks or when a skarn monk is flat-footed, immobilized or helpless. Wearing armour, carrying a shield or carrying a medium or heavy load has no effect on this AC bonus.
A skarn monk gains 1 point of essentia at 5th level.
This benefit replaces a standard monk’s AC bonus gained at 5th level and improved every five levels thereafter. (A skarn monk still adds his Wisdom bonus to his AC.)
Shape Soulmeld (Su): A skarn monk’s perfection of body and soul is so strong that at 10th level, he gains the ability to shape a single soulmeld (as long as he has a Constitution score of 11 or higher). A skarn monk can shape this soulmeld each day, following the normal rules for meldshaping. This soulmeld must be chosen from the soulborn class list. A skarn monk’s meldshaper level is equal to one-half his monk level. The save DC (if any) for the soulmeld is equal to 10 + invested essentia + his Wisdom modifier.
This benefit replaces a standard monk’s ki strike (Lawful) class feature gained at 10th level.
Chakra Bind (Arms): A skarn monk can bind a soulmeld (see above) to his arms chakra, following the normal rules for chakra binds.
TIEFLING INCARNATE
Whereas most tieflings feel trapped between their mortal and
fiendish heritages, the tiefling incarnate has no problem in
balancing these two parts of herself. Indeed, she embraces
both her mortal soul and her infernal blood. Despite being
a native outsider, she forges a strong bond with her mortal
heritage, as represented by her use of incarnum. At the same
time, her fiendish nature is well displayed by her incarnumfueled
abilities.
A tiefling incarnate’s number of soulmelds, total essentia,
and chakra binds are as detailed on Table 2-2: The
Incarnate.
Hit Die: d6.
Requirements
To take a tiefling incarnate substitution level, a character
must be a neutral evil tiefling about to take her 1st, 3rd, or
7th level of incarnate.
Class Skills
Tiefling incarnate substitution levels grant the same class
skills as the standard incarnate class, plus Bluff and Hide.
Skill Points at Each Level: 4 + Int modifier (or four times
this number as a beginning character).
Class Features
All of the following are features of the tiefling incarnate
racial substitution levels.
See in Darkness (Su): A tiefling incarnate’s natural
tendency toward living in shadow manifests itself as an
uncanny ability to see through such gloom. If she has a
shaped soulmeld that occupies her brow chakra, she can
see normally in magical darkness, such as that created by a
darkness spell.
This benefit does not replace any incarnate class feature.
Incarnum Radiance (Su): A tiefling incarnate’s incarnum
radiance class feature functions normally, with one
addition. As long as the tiefling is not within an area of
bright illumination (that is, as long as she is in darkness
or shadowy illumination), she gains concealment (20%
miss chance), even against creatures able to see normally
in such conditions.
This benefit augments, but does not replace, a standard
incarnate’s incarnum radiance class feature.
Telepathy (Su): A tiefling incarnate can mingle the
soul energy of mortals with her fiendish mind to grant
her the ability to communicate telepathically with any
other creature within 100 feet that has a language (see page
316 of the Monster Manual). This ability only functions as
long as a tiefling incarnate has a soulmeld bound to her
crown chakra.
This benefit replaces a standard incarnate’s share incarnum
radiance class feature gained at 7th level.
Source: Magic of Incarnum (Page 41)