Incarnate 3 / Warlock 2 / Invocative Soulbinder 8 / Enlightened Spirit 1 (ECL 16)
Alignment: NG | Size: M
Patron Deity: Currently in the air
Str 12(14) +2 | Dex 14 +2 | Con 20(22) +6 | Int 12 +1 | Wis 8 -1 | Cha 22(24) +7
DP: 3 ~ AP: 13
AC: 26 / Touch: 14, Flatfooted: 24
(+2 Dex, +7 armor, +5 shield, +2 deflection)
HP: 132 / HD: 6+12d6(2,3,2,6,6,2,5,3,2,3,2,2,4)+84
- DR: 5/magic
Initiative: +2 / Speed: 30' land
Fort: 13 / Reflex: 7 / Will: 8
- Negative Energy Resistance 2
- SR: 24
- +1 Rapier +12/+7 / 1d6+3 / 18-20 / p / 3xday gain reach (swift)
- Longbow +11/+6 / 1d8 / 20x3 / p
- Eldritch Blast +11 touch / 4d6 / 20x2 / 60' / non-typed (SR+13)
- Incarnate Weapon +12/+7 / 1d8+2 / 20x3 / b good
- Considered magic and +1 hit and +1 damage per invested essensia.
- Touch +11 / Ranged Touch +11
Space/Reach: 5 ft./5 ft. Base Attack: +7 Static Bonus: +2 competence
Languages: Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gith, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Yuan-Ti
- Weapon Proficiency: Karsites are proficient with light and medium armor, and with martial weapons.
- Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use spell-like abilities, psionic powers, and magic items normally.
- Damage Reduction: A karsite has damage reduction 5/magic.
- Spell Resistance: A karsite’s spell resistance equals 10 + his class levels. 
- Magic Draining Attacks (Su): A karsite’s melee attacks can weaken a foe’s magic armor, weapon, or shield. If a creature struck in melee by a karsite fails a Will save (DC 10 + Cha modifier) , one of the combat-oriented magic items (armor, shield, or weapon) in its possession is suppressed for 1 round. If a karsite knows a particular weapon, armor, or shield in his foe’s possession is magical, he can choose to drain that item, provided that he can see it. Otherwise, the item is chosen randomly. Drained items still detect as magical, but the magic appears suppressed. The save DC is Charisma-based.
- Spell Healing (Su): Whenever a karsite’s spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level. Thus, if a 7th-level spell failed to penetrate a karsite’s spell resistance, he would heal 14 points of damage.
- Aura (Ex): You have a particularly powerful aura corresponding to your alignment (see the detect evil spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric.
Similarly, your soulmelds always radiate good, evil, law, or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.
- Detect Opposition (Sp): At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law.
- Expanded Soulmeld Capacity (Ex): Incarnates are specially gifted in their ability to invest essentia into soulmelds. At 3rd level and again at 15th level, the essentia capacity of your soulmelds increases by 1, superseding the number on Table 2–1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.
- Incarnum Radiance (Su): As an incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels gained thereafter (3/day at 13th level and 4/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).
Good: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).
- Eldritch Blast (Sp) [4d6]: The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2. See page 303 of the Monster Manual.
- Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier [17 + spell level]. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1–1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details.
- Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.
- Meldshaping Bonus: +8 At each Invocative Soulbinder level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, increases in the tier of chakras that you can bind, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulcaster level. You do not, however, gain any other abilities of that class such as expanded soulmeld capacity or rebind totem soulmeld levels. If you had more than one soulmeld-using class before becoming an Invocative Soulbinder, you must decide to which class to add each level for the purpose of determining caster level and soulbind abilities.
- Invocations: +6 At each level except for 3 and 7, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast). You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an Invocative Pactmaster, you must decide to which class to add each level for the purpose of determining caster level and invocations known.
- Incarnate Blast (Su): At 3rd level, the Invocative Soulbinder can invest essence into this ability. For every point of essence put into this ability, you gain a +1 to hit and damage with your eldritch blast.
- Invocative Essence (Su): At 7th level, you may abandon some of your invocations to provide yourself with extra essence. By removing an invocation for 24-hours, you gain extra essence. A least invocation gives 1 essence, a lesser gives 2, a greater gives 3, and a dark gives 4. If your invocation was used before using this ability, the effect is dispelled if it is still in place.
- Aura of Courage (Su): You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects (PH 44).
- Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a –2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.
- Extra SP: +1 rank in a skill of choice from Session 18 (put into influence).
- Conviction: +1 to resist possession-style effects, including your binding checks to resist influence. Session 33.
- Heightened Reflexes: Promoting herself to admiral and becoming wary of traps, Brilla's reflex save increases by 1/3 a point. Session 36.
- Bravery: 1 time use of False Life, CL 12. (1d10+10 temporary HP for 12 hours). Free action, taken on your turn only. Counts as an (Ex). Session 37.
- Negative energy resistance: 2. Session 40.
- Verbal Tricks: message 3/day, ventriloquism 1/day. CL=HD. charisma-based. Session 41.
- Master Sword: The Lord teaches you 1/day (Ex) Master's Touch (CL=HD). Session 43.
- Shield of Law: May use Shield of Law once at CL 15 (PHB 278). Session 46.
- Shelter Flock: Can extend your energy resistances or SR to all allies within 30' for a number of rounds equal to your CHA modifier. Free action. 48.
- Arcane blood: You feel the presence of mortal arcane magic tingling through your body. 1/day Charm Person, CL=HD. You can take arcane casting classes normally, unlike other Karsites. (Still no divine magic.) 50.
- Fountain of Knowledge: +1 rank in non-maxed knowledge (arcania). 52
- Motherly Instincts: When someone under Brilla's charge is seriously in danger of being lost (ie, death; GM's discretion), Brilla may spend an AP to ready an action to take place, but still take her normal action. This readied action must directly help the threatened entity and should be a more specific than normal (both in action and in condition) than a normal readied action.
- Planar Bow!!!: Composite Longbow becomes enchanted +2 with a designated home plane of the outlands. (IE, it's a +2 on the Outlands (including Sigil), +1 on other outer planes and the Astral, and +0 magical on all other planes (Prime, Ethereal/other co-existant, inner). This is unarmed attacks, not manifested weapons. 59
- Smite Evil: +7 hit, +13 damage. 3 times ever; OO. 61
- Greater Spell Penetration Bonus Feat 63
- Bonus Fighter Feat WF: Incarnate Weapon.