It seems I've been infected with the Incarnum virus, and it apparently makes me think about how to improve its classes...
(Hopefully) This will be a good fix for the Incandescent Champion PrC...
Incandescent ChampionEntry RequirementsAlignment: Any good.
Base Attack Bonus: +6
Skills: Concentration 4 ranks
Essentia Pool: 1
Level BAB Fort Ref Will Special Essentia
1st +1 +0 +0 +2 Incandescent strike, Persistent Meldshaping 1
2nd +2 +0 +0 +3 Fast healing (self) 2
3rd +3 +1 +1 +3 Incandescent Shield 3
4th +4 +1 +1 +4 Incandescent Aura 3
5th +5 +1 +1 +4 Enhanced Essentia Capacity +1, Incandescent Assault 4
6th +6 +2 +2 +5 Fast healing (allies), Incarnum overload 1/encounter 5
7th +7 +2 +2 +5 Incandescent Aura (burst) 6
8th +8 +2 +2 +6 Incarnum overload 2/encounter 6
9th +9 +3 +3 +6 Enhanced Essentia Capacity +2 7
10th +10 +3 +3 +7 Incandescent Overflow, Incarnum Overload 3/encounter 8
Class Skills (4 + Int modifier per level): Balance, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Ride
Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.
Incandescent Strike (Su): You can channel incarnum to increase the damage dealt by your melee attacks. For each such augmented attack, you gain a bonus on your damage rolls equal to twice the number of points of essentia invested in this ability. Whenever you have essentia invested in incandescent strike, your hands glow with a bright light equivalent to that produced by a light spell (caster level equal to your incandescent champion class level). Additionally, you can make your melee attacks gain the brilliant energy property for a number of rounds equal to your Charisma modifier + the number of essentia invested into this ability as a swift action. This ability is usable once per encounter.
Persistent Meldshaping (Ex): Your incandescent champion class levels stack with your meldshaper levels for the purposes of penetrating an enemy's spell resistance or to resist against dispel checks.
Fast Healing (Su): When you reach 2nd level, the irrepressible force of your soul restores your vitality whenever you are wounded, granting you fast healing at a rate equal to the points of essentia you invest in this ability. This ability can be activated as a free action, and stays active for a number of rounds equal to your class level + your Contitution modifier. This ability can be used a number of times per day equal to your Charisma modifier (minimum 1). At 6th level, each ally within 30 feet from you gains the same amount of fast healing as you, for the same duration as you.
Incandescent Shield (Su): At 3rd level, you can channel incarnum to increase your resistance against incoming attacks. You gain a deflection bonus to AC and damage reduction equal to the points of essentia invested into this ability (for example, if you invest 3 essentia into this ability, you gain +3 deflection bonus to AC and DR 3/-). This ability is always active as long as there is at least one point of essentia invested in this ability.
Incandescent Aura (Su): Once you attain 4th level, incarnum has become so integral to your physical form that your body constantly exudes pure, brilliant soul energy. At the start of your turn, every creature adjacent to you that you designate as a foe takes 1d6 points of damage per point of essentia invested in this ability. A successful Will save halves this damage (DC 10 + 1/2 character level + number of invested essentia). This ability is always active. If you have essentia invested in your incandescent aura ability, you shine with a bright light equivalent to that produced by a daylight spell (caster level equals incandescent champion level). Aditionally, at 7th level, you can release all of your energy in a single burst of concentrated energy as a standard action, dealing 3d6 points of damage per point of essentia invested in this ability to all enemies within 60 feet from you, and all of the essentia invested into this ability returns to your pool. A successful Reflex save (same DC as above) halves this damage. You can invest essentia in this ability again normally, but you must wait 1d4 rounds before using this ability's second option again.
Enhanced Essentia Capacity (Ex): at 5th level and again at 9th level, the maximum essentia that can be invested into all of the class features granted by this class is increased by 1.
Incandescent Assault (Su): Beginning at 5th level, you can channel incarnum into a powerful melee attack. As a standard action, you can make a single melee attack. This attack gains a bonus on the attack roll equal to your Constitution modifier (minimum 1), and a bonus on the damage roll equal to three times the number of invested essentia into this ability. This ability is usable a number of times per day equal to your class level.
Incarnum Overload (Ex): At 6th level, you can temporarily maximize the invested essentia of any soulmeld, incarnum feat, or special ability that allows essentia investment. This effect lasts for 1 round, during which the essentia capacity of the chosen soulmeld, feat, or ability is changed automatically to its maximum capacity. This ability is usable once per encounter as a free action. At 8th level, you can use this ability twice per encounter; at 10th level, you can use it three times per encounter.
Incandescent Overflow (Su): twice per day as a standard action, you can release a massive wave of soul energy from yourself, affecting you, your allies and every enemy within 30 ft. While within range, your allies (including yourself) gains a bonus on damage rolls equal to half the total number of essentia you possess (for example, if a 17th level incandescent champion has a total of 12 essentia, the damage bonus is +6), and each enemy within range takes a penalty to attack, damage rolls and spell resistance equal to the damage bonus granted by this ability. Each enemy may make a Will saving throw (DC 10+1/2 character level+your Charisma modifier) every round to halve the penalties until the end of the round (rounded down). Each usage of this ability lasts for 1 minute.
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I look at this and I feel it could be better.... any suggestions?
Edit: swapped Incandescent ray with Incandescent Assault...
Edit2: fixed Incandescent Aura's text...
Edit3: changed the capstone...
Edit4: changed the capstone again...