Incarnates are of strictly neutral alignment, and the land itself is always their first concern. More than this, however, they are beings who have always been this way, in every single lifetime since the world began. Each time an incarnate dies, she is reincarnated as a new being of similar alignment. Incarnates remember these past lives, however, and thus have access to the wisdom of ages, of countless lives in service to their mistress.
As the latest reincarnation of an old soul, incarnates are able to bring the combined memories of numerous previous lives to bear in their effort to maintain balance in the world. Their oneness with nature is unparalleled, as demonstrated by their remarkable ability to shapeshift at will, taking on the form of fierce animals and spirits.
Role: Incarnates are a small, loosely organized, yet powerful group, most often druids or rangers, who seek the healing and restoration of the Scarred Lands. Rarely staying long in any one place, they wander the length and breadth of the world searching for ways to heal the land and its creatures. While in some cases this consists of actively healing the land through spells and rituals, the incarnates sometimes battle titanspawn and other warped creatures that prey on the land and its inhabitants.
In more populated areas, even from within cities, incarnates typically work to protect the world from abuse and to educate people about how to guard and heal the land. They believe themselves to be interpreters for nature itself.
Alignment: Incarnates are always true neutral in alignment.
Hit Die: d8
To qualify to become an incarnate, a character must fulfill all the following criteria.
Alignment: An incarnate must be of neutral alignment.
Spells: Able to cast 2nd level divine spells
The incarnate’s class skills (and the key ability for each) are Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks at Each Level: 2 + Intelligence modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1||+0||+1||+0||+1||Many lives, wild incarnation||+1 level of existing class|
|2||+1||+1||+1||+1||Past life, wild incarnation||+1 level of existing class|
|3||+2||+2||+1||+2||Wild incarnation||+1 level of existing class|
|4||+3||+2||+2||+2||Wild incarnation||+1 level of existing class|
|5||+3||+3||+2||+3||Wild incarnation||+1 level of existing class|
All of the following are class features of the incarnate prestige class.
Incarnates gain no proficiency with any weapon or armor.
When a new incarnate level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an incarnate, she must decide to which class she adds the new level for purposes of determining spells per day.
The incarnate adds her incarnate level to saving throws against all enchantment spells and effects.
The change lasts indefinitely, or until she changes back. This ability otherwise functions like the beast shape I or alter self spell, except as noted here. Changing form is a standard action and doesn’t provoke an attack of opportunity.
An incarnate loses her ability to speak while in any nonhumanoid form because she is limited to the sounds that a normal, untrained creature can make, but she can communicate normally with other creatures of the same general type as her new form.
At 2nd level, the incarnate may select an additional animal or humanoid form or choose a new monstrous humanoid form. Again, once she chooses a new form, she may take only this form (or that of her previous wild incarnation).
At 3rd level, the incarnate may select an additional animal, humanoid, or monstrous humanoid form, or choose a new vermin form. Once she chooses this new form, she may take only this form or those of her two previous wild incarnations. When she takes the form of an animal, monstrous humanoid, or vermin, this ability now functions as beast shape III, monstrous physique II, or vermin shape I, respectively.
At 4th level, the incarnate may select an additional animal, humanoid, monstrous humanoid, or vermin form, or choose a new fey form. Once she chooses this new form, she may take only this form or those of her three previous wild incarnations. When she takes the form of animals, monstrous humanoids, or vermin, this ability now functions as beast shape IV, monstrous physique III, or vermin shape II.
At 5th level, the incarnate may select an additional animal, humanoid, monstrous humanoid, vermin, or fey form. Once she chooses this new form, she may take only this form or those of her four previous wild incarnations. When she takes the form of a monstrous humanoid or fey, this ability now functions as monstrous physique IV or monstrous physique II, respectively.
At 2nd level, the incarnate may choose two additional class skills.
Scarred Lands Player’s Guide © 2016, Onyx Path and Nocturnal Publishing, LLC; Authors Bill Ashbless, Jason Bolte, Tanya Cohan-Diaz, Chris Cowger, Steffie de Vaan, Adam Eichelberger, Matt Franklin, Nathan Knaack, Eddy Webb