Spinemeld Warrior
(Magic of Incarnum variant, p. 147)
When a spinemeld warrior trains, he is participating in a tradition that has long been venerated in skarn society.
Requirements
Hit die
d10
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.
Meldshaping: You have the ability to shape a small number of soulmelds. At 3rd level, you can shape one meld at the beginning of each day, and at 7th level, you can shape up to two per day. The maximum number of soulmelds that you can have shaped simultaneously equals your Constitution score minus 10. You select your soulmelds from the soulborn class list. Your meldshaper level for these soulmelds equals your spinmeld warrior level, and the save DC (if applicable) is 10 + invested essentia + your Con modifier. This ability otherwise follows the normal rules for meldshaping.
Twin Spine Fighting (Ex): At 1st level, you can attack with the spines on both of your arms as if you were fighting with two light weapons. You cannot combine this ability with attacks using any other weapons.
Two-Weapon Fighting: You gain the Two-Weapon Fighting (see page 102 of the Player's Handbook) as a bonus feat, even if you do not meet the prerequisites. If you already have Two-Weapon Fighting, you can select any feat for which you qualify, as long as Two-Weapon Fighting is a prerequisite for you choice. For example, you could choose Improved Two-Weapon Fighting or Two-Weapon Defense as your bonus feat.
Noble Familiarity: Because the oldest noble houses in skarn society support the Hierarchy of Spinemeld Warriors, you have at least a passing familiarity with issues relating to the aristocracy. Beginning at 2nd level, you gain a competence bonus equal to one-half your spinemeld warrior level on Knowledge (nobility and royalty) checks. In addition, your contact among the nobility can put you in contact with someone selling almost any piece of equipment or magic item you seek. To learn the name of a seller for a particular item, you must succeed on a Gather Information check (DC + 15 + caster level for the item). You gain a competence bonus equal to your spinemeld warrior level on this check.
Spine Enhancement (Su): Beginning at 2nd level, you can use your essentia to boost the power of your spines in combat. As a swift action, you can invest essentia in your spines as if they were a soulmeld. Doing so grants you an enhancement bonus equal to the points of essentia invested on attack rolls and damage rolls with your spines. Unlike your soulmelds or other incarnum-fueled abilities, your spines have a special essentia capacity (and thus a maximum enhancement bonus) equal to one-half your spinemeld warrior level.
Spine Rend (Ex): Beginning at 5th level, you can deliver a rend attack with your spines. Whenever you hit a single opponent with a spine attack from each arm in the same round, you tear the opponent's flesh and deal an additional 2d6 points of damage plus one and one-half times your Strength bonus.
Chakra Bind (Arms): Starting at 7th level, you can bind one of your shaped soulmelds to your arms chakra.
Adamantine Spines (Ex): By the time you attain 9th level, the constant flow of incarnum through your spines has rendered tehm incredibly tough and durable. When used as weapons, they overcome damage reduction and hardness as if crafted from adamantine.
Advancement
Spells Known | |||||||||
---|---|---|---|---|---|---|---|---|---|
Level | BAB | Fort | Ref | Will | Special | Soulmelds | Essentia | Chakra Binds | Level Title |
1st | +1 | +2 | +0 | +0 | Twin spine fighting, Two-Weapon Fighting | 0 | 0 | 0 | Green spine |
2nd | +2 | +3 | +0 | +0 | Noble familiarity, spine enhancement | 0 | 1 | 0 | Red spine |
3rd | +3 | +3 | +1 | +1 | — | 1 | 2 | 0 | Flaw seeker |
4th | +4 | +4 | +1 | +1 | — | 1 | 3 | 0 | Spine of rain |
5th | +5 | +4 | +1 | +1 | Spine rend | 1 | 3 | 0 | Spine of snow |
6th | +6 | +5 | +2 | +2 | — | 1 | 4 | 0 | Spine of mist |
7th | +7 | +5 | +2 | +2 | Chakra bind (arms) | 2 | 5 | 1 | Spine fighter |
8th | +8 | +6 | +2 | +2 | — | 2 | 6 | 1 | Perfect of the south wind |
9th | +9 | +6 | +3 | +3 | Adamantine spines | 2 | 6 | 1 | Perfect of the north wind |
10th | +10 | +7 | +3 | +3 | — | 2 | 7 | 1 | August perfect of roses |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Climb | STR | ||
Craft | INT | ||
Diplomacy | CHA | ||
Handle Animal | CHA | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (nobility and royalty) | INT | ||
Profession | WIS | ||
Ride | DEX | ||
Swim | STR |