Void Incarnate
Return to Life in Celegia
Return to Epic Prestige Classes
Void Incarnate
The void incarnate specializes in "not being." He trains himself in the art of avoiding detection and escaping danger, and he steels his body and mind to resist harm. Eventually, the void incarnate extends this ability to the point where he can simply ignore a wide variety of physical and mental effects - much as if he weren't there at all. Void incarnates are sometimes referred to as "blanks" or "untouchables."
Rogues and shadowdancers make the most common void incarnates. Few other characters have the talents to become a blank, though ex-monks who meet the prerequisites often find this class to their liking.
NPC void incarnates might as well not exist, for all that anyone can remember about them. You could live right next door to a void incarnate and not only would you be unaware of his talents, but you also might not even know you had a neighbor at all.
Hit Die: d6.
Requirements
To qualify to become a void incarnate, a character must fulfill all the following criteria.
Alignment: Any nonlawful. Skills: Bluff 24 ranks, Escape Artist 24 ranks, Hide 24 ranks. Feats: Great Fortitude or Iron Will or Lightning Reflexes. Epic Feats: Dexterous Fortitude or Dexterous Will. Special: Evasion class feature, slippery mind class feature.
Class Skills
The void incarnate's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the void incarnate prestige class.
Weapon and Armor Proficiency: The void incarnate gains no proficiency in armor or weapons.
Blank Aura (Ex): The void incarnate (and any equipment he wears or carries) radiates no aura of any kind. Detect chaos, detect magic, and similar spells simply register him as a blank. The void incarnate cannot lower this aura.
For every four levels gained above 1st, the void incarnate can share this aura with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank aura to one or more creatures within range is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the aura must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the aura leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the aura's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.
Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate. This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. This is a mind-affecting effect.
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.
Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.
Blank Mind (Ex): At 5th level, the void incarnate is protected by a mind blank effect at all times. The void incarnate cannot lower this aura, even to accept a harmless mind-affecting spell.
For every four levels gained above 5th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the blank mind to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.
Null Strike (Ex): Once per day, a 7th-level void incarnate can declare any melee or ranged attack he makes to be a touch attack. He may use this ability one additional time per day for every 4 levels gained above 7th.
Improved Mettle of Fortitude (Ex): By 8th level, if subjected to an effect that allows a Fortitude save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of fortitude).
Empty Form (Ex): A 9th-level void incarnate has a permanent freedom of movement effect (as the spell) on him at all times. The character also becomes immune to force effects. Such effects either deal no damage (such as magic missile), don't exist for the void incarnate (such as wall of force, which the void incarnate can simply walk through), or otherwise fail to affect the void incarnate (such as mage armor).
For every four levels gained above 9th, the void incarnate can share this effect with one additional willing creature (and its equipment) within 30 feet of the void incarnate. Granting the empty form to one creature is a standard action; the effect lasts for 24 hours or until the void incarnate dismisses the aura as a free action. A creature sharing the effect must remain within 30 feet of the void incarnate (regardless of line of effect) to receive the benefit of the effect. If a creature sharing the effect leaves the range of the effect, the effect on the creature fades for the amount of time spent away from the void incarnate; moving back into range allows the creature to once again gain the effect's benefits for the remainder of the 24 hours or until the creature leaves the area again, whichever comes first.
Improved Mettle of Will (Ex): Beginning at 10th level, if subjected to an effect that allows a Will save for a partial or half effect, the void incarnate takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle of will).
Ex-Void Incarnates
A void incarnate who becomes lawful may not progress in levels as a void incarnate. He retains all class abilities.
The Void Incarnate Level Special 1 Blank aura 2 Improved evasion 3 Void presence 4 Mettle of fortitude 5 Blank mind 6 Mettle of will 7 Null strike 8 Improved mettle of fortitude 9 Empty form 10 Improved mettle of will