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Kobold-Bard
2010-10-13, 04:55 PM
Soul Weaver

http://www.protoniccreations.com/images/AU1-1.bmp
A Soul Weaver unlocking her Essentia

Alignment: Any Neutral - The Soul Weaver requires a certain level of detachment from the world to weave Incarnum with such unique skill.

Hit Die: d6
{table="head"]Level|BAB|Fort|Ref|Will|Special|
Essentia|
Soul Powers

1st|+0|+2|+0|+2|
Astral Punch, Essentia, Soul Gift (1)|
1|
1

2nd|+1|+3|+0|+3|
Iridescent Soul, Weaving|
2|
2

3rd|+1|+3|+1|+3||
3|
3

4th|+2|+4|+1|+4||
4|
3

5th|+2|+4|+1|+4|
Soul Gift (2)|
5|
4

6th|+3|+5|+2|+5|
Bonus Feat|
6|
5

7th|+3|+5|+2|+5||
7|
6

8th|+4|+6|+2|+6||
8|
6

9th|+4|+6|+3|+6||
9|
7

10th|+5|+7|+3|+7|
Soul Gift (3)|
10|
8

11th|+5|+7|+3|+7|
Soul Salve|
11|
9

12th|+6/+1|+8|+4|+8|
Bonus Feat|
12|
9

13th|+6/+1|+8|+4|+8||
13|
10

14th|+7/+2|+9|+4|+9||
14|
11

15th|+7/+2|+9|+5|+9|
Soul Gift (4)|
15|
12

16th|+8/+3|+10|+5|+10||
16|
12

17th|+8/+3|+10|+5|+10||
17|
13

18th|+9/+4|+11|+6|+11|
Bonus Feat|
18|
14

19th|+9/+4|+11|+6|+11||
19|
15

20th|+10/+5|+12|+6|+12|
Transcendent Soul|
20|
15[/table]
Class Skills: Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (Arcana, History, Planes), Listen, Search, Sense Motive, Speak Language, Spot
Skill Points at 1st Level: (2 + Int modifier) ◊4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Notes:
Unlike Soulmelds, a Soul Weaver may Invest or Lock a number of Essentia equal to her Soul Weaver Level into any of her class features. She is bound by all the usual limits on other classes and Incarnum Feats/Items etc.

Glossary of Terms:

Invest: The Soul Weaver may Invest her Soul Powers with Essentia, the same way an Incarnate would Invest it into his Soulmelds. They may also relocate it as a Swift Action.

Lock: Most of the time assigning Essentia is done by Investing it. However certain abilities instead Lock the Essentia where it is; from then on it's effect is permanent and the Essentia cannot be re-allocated without the Soul Weaver first getting 8 hours of rest (like a Totemist requires before reshaping his Soulmelds), then spending 10 minutes meditating to Unlock all Locked Essentia and return it to her Essentia pool.

Burn: Certain, particularly powerful Soul Weaver abilities require her to temporarily expend a portion of her Essentia entirely. Burned Essentia is lost for a minimum of 24 hours followed by an additional 8 hours of rest and must then be recovered, either by healing (either naturally via rest or via healing magic [see MoI p.50]) or by using the Soul Salve ability (see below).

[Evolution]: If a Soul Gift has the [Evolution] tag, it requires the Soul Weaver to have a particular lower level Gift before taking it. However because this is basically that Gift growing, the Soul Weaver may immediately trade the lower grade Gift for a new one of equal grade. Once you have learned the higher grade Gift the pre-requisite is no longer needed (to prevent any Dragon Disciple type paradoxes).

Class Features:

Proficiencies: Soul Weavers are proficient with all simple weapons and their Astral Punch class feature. They are proficient with light armour and shields (but not Tower Shields).

Essentia (Ex): The Soul Weaver gains 1 point of Essentia/Soul Weaver Level plus bonus Essentia equal to her Int Mod (including enhancement items, but not spells or other temporary Intelligence boosters), but not more from Int than her class level.

Astral Punch (Su): At first level Soul Weavers learn learn to use their art to defend themselves by extending her own soul to assail her foe.
At-Will she may make a melee touch attack using their Int Mod instead of Str, that deals 1d4 bludgeoning damage to any target within 30ft. She must be able to see her target either by sight, X-Ray Vision, a short-range divination effect, the ability to see through another's eyes etc.

Damage Reduction applies to Astral Punches but Spell Resistance does not. Astral Punch is considered a magic weapon for overcoming DR. Astral Punch may benefit from the Versatile Unarmed Strike feat, but it is not considered an Unarmed Strike for any other purpose.


- Every point of Essentia invested in Astral Punch increases it's range by 5ft.

- Every 4 points of Essentia invested in Astral Punch grants it +1d4 damage and a +1 Enhancement bonus on attack rolls (max +5 pre-epic) or any special ability that can be applied to a melee weapon, assuming it has at least a +1 Enhancement bonus already (max +5 worth of abilities pre-epic). These may be changed each time the requisite amount of Essentia is re-invested into Astral Punch.

- For every 4 points of Essentia invested after the initial +1 Enhancement bonus the Astral Punch also takes on one material or alignment subtype (assuming it isn't opposed to any element of the Soul Weaver's alignment). These may also be changed each time the requisite amount of Essentia is re-invested into Astral Punch.
Soul Gift (Su): The Soul Gifts make up the bulk of the Soul Weaver's power, they draw on the power of the Wellspring; the source of all Incarnum which contains the sum total of all mortal knowledge & experience past, present & future to grant the Soul Weaver their abilities.
She gain Gifts as shown on the table above, and may choose Gifts of grade (1), (2), (3) or (4), depending on what class level she has attained.

Once chosen Soul Gifts are permanent, though a Miracle, Reality Revision or Wish effect may change one Gift for another of equal or lower Grade, though not a Gift that is lower in the [Evolution] chain of one you already possess.

Unless otherwise stated Soul Gifts require a standard action (including Gifts that duplicate spells with other casting times normally), provoke Attacks of Opportunity, are useable At-Will and the DC is 10+1/2 class levels+1/2 Essentia invested (you may invest Essentia into Gifts to boost their Save DC even if doing so won't grant any extra abilities).

Grade (1) Soul Gifts:
Alter Self:
For 1 hour/class level each day you may cover yourself with a Disguise Self effect as the spell. Locking 1 point of Essentia grants you an additional 1 hour/class level.
- By Investing 2 points of Essentia you may shrink or grow by one size category (max Fine & Colossal respectively). This is actual change rather than an Illusion. This change lasts until you uninvest the Essentia and can be changed as a Move Equivalent action.

Soul Touch:
As a standard action you may move an object with telekinetic force, or maintain this ability. It may weigh a maximum of 10lb and move it up to 10ft/round. It may be up to 10ft away.
- For every 1 point of Essentia Invested the object may weigh an additional 5lb and may be moved an extra 5ft/round. It may also be an additional 5ft away.

Soul Armour:
You gain a +1 Deflection bonus to AC.
- Every 2 points of Essentia Invested increases the bonus by 1.

Soul Speech:
You may speak, read & understand one extra Language.
- For every point of Essentia Invested you may speak, read & understand an additional Language.
- If 4 points of Essentia are invested you gain Telepathy with a range of 10ft+10ft/point of Essentia invested.

Knowledge of the Wellspring:
You may treat one Knowledge skill or the Martial Lore skill as Trained and as having ranks in it equal to your class level. This Gift cannot affect skills that you have more ranks than your class level in already.
- By Investing 2 points of Essentia you may treat another Knowledge skill or Martial Lore as Trained and as having ranks in it equal to your class level.

Immortal Memory:
By connecting your soul to another person's, you can view their memories and vice versa. With a touch you and the touched creature may see up to 1 minute/class level of either yours or their memories. The memories are crystal clear, unbiased rather than subjective (unless magic is distorting the memories) and are fully viewed and understood after 1 round/minute viewed. Unwilling targets get a Will Save.
- By Investing 2 points of Essentia in this ability you may use it on an inanimate object. You see everything that happened around the object and are able to look in all directions. Objects are never unwilling.

Manipulate Soul:
You may instil a particular emotion in a target within 30ft. Unwilling or unaware targets are allowed a Will Save to negate the effect. The effects described below last for 1 round/class level, but the general emotional feeling lasts for 1 minute/class skill. Effects do not stack and you cannot affect one target with multiple emotions, you may reaffect them after the mechanical effect has worn off.
Joy & love grant a +1 bonus on Will Saves.
Fear, despair & shame cause a -1 penalty to Will Saves.
Calm grants a +1 on Concentration & Sense Motive checks.
Ecstasy and over the top hilarity (as if they have just seen something extremely funny) causes a -1 penalty to Reflex Saves.
Anger and annoyance cause a -1 penalty on Concentration, Diplomacy & Gather Information checks.
Other emotions and effects can be caused at the DM's discretion.
- Every 3 points of Essentia Invested inceases the bonuses or penalties by one.

Grade (2) Soul Gifts:
Shape Self:
[Evolution] - Alter Self
As Alter Self except the Disguise Self effect lasts 2 hours/class level.
- By investing 4 (6 total) additional points of Essentia you may shrink or grow an additional size category.

Soul grasp:
[Evolution] - Soul Touch
As Soul Touch, except it now only requires a move action. Objects may be manipulated as if you were using a real pair of hands. By increasing the action it takes to use this Soul Gift (Swift<Move<Standard), your lifting capacity is doubled as long as you are not in combat (initiative rolled).
- As long as 2 points of Essentia are invested in this ability you can perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they donít provoke attacks of opportunity, you use your Intelligence modifier in place of your Strength or Dexterity modifier, and a failed attempt doesnít allow a reactive attempt by the target (such as for disarm or trip). The target may make a Will Save to resist the manoeuvre.

Soul Guard:
[Evolution] - Soul Armour
As Soul Armour, except you also gain DR 1/Magic.
- For every 2 points of Essentia Invested the DR increases by 1.

Life and Soul:
With a touch you may restore 2hp/class level to living creatures. This power has no effect on objects or the Undead.
- For every 1 point of Essentia you Lock, you gain an extra 2HP/2 class levels.
- If 4 points of Essentia are Invested or Locked (in any combination) the target also gain the benefit of a Lesser Restoration spell when you spend at least 20HP with this ability on them (even if they don't need all 20 points of healing).

Sky Blue Soul:
You technically float an indistinguishable amount off the ground from now on, ignoring difficult Terrain. You are also under a permanent Feather Fall effect, as the spell.
- By Locking 1 point of Essentia you may fly at a speed of 10ft (A)/round.
- Every additional point of Essentia Invested increases your fly speed by 10ft.
- Every 3 points of Essentia Invested improves your fly manoeuvrability by one step.

Mind & Soul:
You may use a Charm Person effect, at will.
- By Investing 8 points of Essentia you may also duplicate Charm Monster.
- By Investing 12 points of Essentia you may duplicate Dominate Person 1/day for each point of Int Mod you have.

Hidden Soul:
You may duplicate the Invisibility spell for one minute.
- Every 1 point of Essentia Invested increases the duration by one minute.
- By Locking 3 points of Essentia you instead duplicate Improved Invisibility.

Grade (3) Soul Gifts:
Morph Self:
[Evolution] - Shape Self
As Shape Self except the Disguise Self effect is now an (Ex) ability that lasts until the duration expires, even after death.
- By investing 6 (12 total) additional points of Essentia you may shrink or grow an additional size category.

Soul Strike:
[Evolution] - Soul Grasp
As Soul Grasp, except you may also move multiple objects from now on, as long as their combined weight is not more than the maximum weight they can move. You may not use a combat manoeuvre on more than one target at once. By increasing the action it takes to use this Soul Gift (Swift<Move<Standard), your lifting capacity is doubled as long as you are not in combat (initiative rolled).
- As long as 4 points of Essentia are invested you may now use your class level instead of your BAB when making a combat manoeuvre.

Soul Shield:
[Evolution] - Soul Guard
As Soul Guard, except you also gain SR = class level.
- For every 2 points of Essentia Invested the SR increases by 1.

View Far Off Souls:
By Locking 1 point of Essentia you may duplicate a Clairaudience/Clairvoyance effect that lasts 1 round/class level.
- By Investing 8 points of Essentia you may duplicate a Scrying effect, except they take a -2 penalty to their Will Save because you are inherently familiar with the Incarnum in their Soul and you may try to Scry on them as many times a day as you like.

Soul Door:
You may teleport 10ft/round. You need to see where you are going and cannot teleport into an inanimate object. Unlike most, this effect only requires a move equivalent action.
- Every 1 point of Essentia Invested increases the range by 10ft.
- As long as 10 points of Essentia are Invested you may duplicate the Teleport spell Int Mod times/day, and the Plane Shift spell Int Mod times/day. Relocating Essentia doesn't reset these uses. This effect requires a standard action as normal.
- By Locking 2 points of Essentia you may duplicate the Greater Teleport or Greater Plane Shift spells instead of their lesser counterparts when using one of this Gift's daily uses. This effect requires a standard action as normal.

Imbue Soul:
You may duplicate the Animate Objects spell. You may only affect one object of Small size or smaller at a time, and the effect lasts until you dismiss it.
- Every two points of Essentia Invested allow you to animate another object, though these additional objects only last 1 round/class level.
- By Locking Essentia you may animate larger objects. 1 point allows Medium objects, 2 points allows Large Objects, 4 points allows Huge Objects, 8 points allows Gargantuan Objects and 12 points allows Colossal Objects. If you unlock your Essentia any larger than Small size objects instantly become inanimate again.

Deceive Soul:
You may create a Major Image effect at-will, except that it lasts for 3 rounds +1 round/point of Essentia invested after you stop concentrating.
- If one point of Essentia is locked you may instead mimic Persistent Image if you wish.
- If 6 points of Essentia are Invested you may duplicate Mirage Arcana, except the illusion fades if you no longer have 6 points Invested.

Grade (4) Soul Gifts:
Sculpt Self:
[Evolution] - Morph Self
As Morph Self except the Disguise Self effect is replaced by an Alter Self effect, as the spell.
- By investing 4 (16 total) additional points of Essentia you may shrink or grow an additional size category.

Swift Strike:
[Evolution] - Soul Strike
As Soul Strike, except it now only requires a Swift Action. By increasing the action it takes to use this Soul Gift (Swift<Move<Standard), your lifting capacity is doubled as long as you are not in combat (initiative rolled).
- As long as 6 points of Essentia are Invested your combat manoeuvres do not allow a Will Save.

Soul Barrier:
[Evolution] - Soul Shield
As Soul Shield, except your DR becomes DR 1/one material (adamantine, byeshk, cold iron or silver) & your alignment (choose one if True Neutral).

Bestow Soul:
You may duplicate a Restoration or Regenerate effect 1/2HD each day.
- By Locking 5 points of Essentia you may duplicate a Heal effect, as the spell.
- By Burning 20 points of Essentia you may duplicate a Raise Dead spell without the material component.

Iridescent Soul (Ex): As she gains levels, the Soul Weaver begins to show the physical effects of manipulating Incarnum.

- At 2nd level her eyes take on a blue hue, much like that of an Azurin. She gains Low Light Vision. If she already had it then it's range doubles.

- At 4th level her features become more aesthetic; her skin becomes smooth (or perhaps the reverse if she is of a particularly monstrous race), her fingernails seem polished, her hair seems to flow like water etc. (though all with an ever so slight blue tinge). Her pleasing visage grants her a +2 circumstance bonus on diplomacy checks, but a -4 on Disguise checks (even through spells, magic cannot hide this change so easily).

- From 8th level he body seems to emanate glowing Incarnum energy; sky blue if Good aligned, royal blue if neutral, and deep indigo if Evil. She gives off light of the appropriate colour as a torch (even in magical darkness), and may suppress/activate this light with a full-round action. Whilst glowing creatures of her alignment on the Good/Evil scale treat her as one step friendlier & creatures opposed to her alignment (either Good or Evil for Neutrals; chosen when this feature is gained and is unchangable) treat her as one step more hostile, and she takes a -40 on hide checks.

- At 12th level the Incarnum starts to take a toll and she begins to lose herself to it. She remains appealing to the eye, but begins to become almost blurry at the edges (nothing obvious, but you can definitely notice "something") and gains a permanent 20% miss chance. She may also pass through solid objects 1/3 class levels each day; she moves at half speed and cannot end her turn inside an object or she dies instantly. She may Burn 1 point of essentia to gain an additional use of this ability.

- At 16th level her eyes become pools of pure white (Good), Black (Evil) or sapphire blue (Neutral). She gains a Permanent See Invisibility effect, and for 1 round/class level each day she may gain either a True Seeing or an X-Ray Vision (no Con damage & may see through 3ft of any material) effect (but not both at the same time). She may Burn 1 point of essentia to gain an additional 2 rounds of this ability.

- At 20th Level Incarnum floods her body and she changes forever; no longer just bathed with light but literally becoming radiant blue herself as well, shadows appearing prismatic when they land on her (as in the picture above). She becomes an Outsider (except she may be resurrected as normal) native to the Material Plane & she also gains the appropriate Alignment subtype (choose one if True Neutral). When on her home plane(s) her Essentia pool is considered two higher and the DC of all her Soul Powers increases by two.
Weaving (Sp): From second level Soul Weavers may call on the power of Incarnum to bend the multiverse to her will.

- At 2nd level she learns the basics of this ability. She may Lock 1 point of Essentia into this class feature to gain the benefit of a Prestidigitation spell that lasts until the Essentia is unlocked.

- At 15th level, as long as she has one point of Essentia locked into Weaving she may burn 10 points of Essentia to cast Limited Wish a number of times/day equal to her Int Mod (assuming she has enough Essentia to Burn).

- At 19th level, as long as she has one point of Essentia locked into Weaving she may burn 25 points of Essentia to cast Wish a number of times/day equal to her Int Mod (assuming she has enough Essentia to Burn).
Bonus Feat: At 6th Level and every 6 levels after that the Soul Weaver gains a bonus feat. The feat selected must be an Incarnum feat.

Soul Salve (Su): As they grow Soul Weavers learn a technique to restore Essentia lost to their more intense abilities.
1/day + 1/day for every 7 Soul Weaver levels she has she may take a full round action to restore 1 point of Burned Essentia, regardless of how long ago it was Burned.

Transcendent Soul (Ex): At 20th Level the Soul Weaver unlocks greater power in her abilities.
First of all, from now on the Essentia limit of her Soul Weaver class features is increased by one, and her Soul Salve ability now restores 1d3 points of Burned Essentia with each use. Furthermore, from now on she is always considered to have 1 point of Essentia locked into Weaving and the Essentia Burn for her Limited Wish ability is reduced to 7 points.

------------------------------------
First off, I will say that while I have had this class in my mind for a while, I have borrowed (some intentionally, some accidentally because they are very similar to my original ideas) some elements from Ziegander's awesome Esper Knight (http://www.giantitp.com/forums/showthread.php?t=169532) class. I've gotten the go ahead from him to "copy" his system, just in case he took offence, so no stealing have I done.

The original Inspiration was Dr. Manhattan as a class, though I may have moved away from that.

Open to suggestions for more powers (as well as better names).

Thoughts? Too much? Too little? Too dumb?

Thanks in advance,
K-B

zagan
2010-10-14, 10:24 AM
A new incarnum class that I need to Peach, look promising so far.
One niptick the thread is call spell weaver instead of sould weaver.


Soul Weaver
-snip image-

I love the image it fit very well.


Alignment: Any Neutral - The Soul Weaver requires a certain level of detachment from the world to weave Incarnum with such unique skill.

Okay.


-snip table-

d6 hd, half bab and two good save, the chasis seem to point toward a mage like class but we'll see.


-snip skils-

Niptick: normally you indicated the ability linked to each skill and the various knowledge skill are separate.

4+int for an int based class is pretty rare, the list is fine otherwise.



Class Notes:
Unlike Soulmelds, a Soul Weaver may Invest or Lock a number of Essentia equal to her Soul Weaver Level into any of her class features. She is bound by all the usual limits on other classes and Incarnum Feats/Items etc.

That's weird any reason to deviate from the norm ?


Glossary of Terms:

Invest: The Soul Weaver may Invest her Soul Powers with Essentia, the same way an Incarnate would Invest it into his Soulmelds. They may also relocate it as a Swift Action.

Lock: Most of the time assigning Essentia is done by Investing it. However certain abilities instead Lock the Essentia where it is; from then on it's effect is permanent and the Essentia cannot be re-allocated without the Soul Weaver first getting 8 hours of rest (like a Totemist requires before reshaping his Soulmelds), then spending 10 minutes meditating to Unlock all Locked Essentia and return it to her Essentia pool.

Burn: Certain, particularly powerful Soul Weaver abilities require her to temporarily expend a portion of her Essentia entirely. Burned Essentia is lost for a minimum of 24 hours followed by an additional 8 hours of rest and must then be recovered, either by healing (either naturally via rest or via healing magic [see MoI p.50]) or by using the Soul Salve ability (see below).

[Evolution]: If a Soul Gift has the [Evolution] tag, it requires the Soul Weaver to have a particular lower level Gift before taking it. However because this is basically that Gift growing, the Soul Weaver may immediately trade the lower grade Gift for a new one of equal grade. Once you have learned the higher grade Gift the pre-requisite is no longer needed (to prevent any Dragon Disciple type paradoxes).

Good explanation, I particulary like the evolution mechanic.

Edit after reading the first soul gift description: Does the locked essentia count as invest for the purpose of calculating effect ? Or are they completly separate ?

edit2: do you keep the lower level gift once they have evolved ?


Class Features:

Proficiencies: Soul Weavers are proficient with all simple weapons and their Astral Punch class feature. They are proficient with light armour and shields (but not Tower Shields).

Okay.



Essentia (Ex): The Soul Weaver gains 1 point of Essentia/Soul Weaver Level plus bonus Essentia equal to her Int Mod (including enhancement items, but not spells or other temporary Intelligence boosters).

As many as totemist but grant bonus from int that's original, so at level 20 with int 36 (18 base + 2 race + 5 level up + 6 item + 5 inherent) you could have, 33 essentia plus a little from feat and perhaps race.

I fear that this may make the class too dipable an incarnate with good int plus an item of int could gain something like 5 to 10 bonus essentia from a one level dip that's a lot. Perhaps the bonus could cap at max class level ? Limiting at low level but irrevelent if you stay in the class.


Astral Punch (Su): At first level Soul Weavers learn learn to use their art to defend themselves by extending her own soul to assail her foe.
At-Will she may make a melee touch attack using their Int Mod instead of Str, that deals 1d4 bludgeoning damage to any target within 30ft. She must be able to see her target either by sight, X-Ray Vision, a short-range divination effect, the ability to see through another's eyes etc. Damage Reduction applies to Astral Punches but Spell Resistance does not. Astral Punch is considered a magic weapon for overcoming DR.

So you need line of sight but not line of effect ?


- Every point of Essentia invested in Astral Punch increases it's range by 5ft.

Okay.



- Every 4 points of Essentia invested in Astral Punch grants it +1d4 damage and a +1 Enhancement bonus on attack rolls (max +5 pre-epic) or any special ability that can be applied to a melee weapon, assuming it has at least a +1 Enhancement bonus already (max +5 worth of abilities pre-epic). These may be changed each time the requisite amount of Essentia is re-invested into Astral Punch.

So that's why you change the limit. 4 essentia for a +1 bonus or ability seem too much to me. What's your resonning ? You don't want the astral punch to have more than +5 total before 20 ? instead of the normal +10


- For every 4 points of Essentia invested after the initial +1 Enhancement bonus the Astral Punch also takes on one material or alignment subtype (assuming it isn't opposed to any element of the Soul Weaver's alignment). These may also be changed each time the requisite amount of Essentia is re-invested into Astral Punch.

Nice.



Soul Gift (Su): The Soul Gifts make up the bulk of the Soul Weaver's power, they draw on the power of the Wellspring; the source of all Incarnum which contains the sum total of all mortal knowledge & experience past, present & future to grant the Soul Weaver their abilities.

Let's see what you offer us, I kept the spoiler for this one.


She gain Gifts as shown on the table above, and may choose Gifts of grade (1), (2), (3) or (4), depending on what class level she has attained.

Once chosen Soul Gifts are permanent, though a Miracle, Reality Revision or Wish effect may change one Gift for another of equal or lower Grade, though not a Gift that is lower in the [Evolution] chain of one you already possess.

Unless otherwise stated Soul Gifts require a standard action (including Gifts that duplicate spells with other casting times normally), are useable At-Will and the DC is 10+1/2 class levels+Int Mod+1/2 Essentia invested (you may invest Essentia into Gifts to boost their Save DC even if doing so won't grant any extra abilities).

That make the DC very high at high level with your essentia equal class level limit, let's go back to 36 int soul weaver:

DC 10+(1/2*20=)10+13+(1/2*essentia(20)=)10=43 ????

I'm far from an expert on high level play but this seem way out of bound to me even if you need to invest nearly all your essentia into it.

edit: does using those ability provok Aoo ?

Grade (1) Soul Gifts:


Alter Self:
For 1 minute/class level each day you may cover yourself with a Disguise Self effect as the spell. Locking 1 point of Essentia grants you an additional 1 minute/class level.
- By Investing 2 points of Essentia you may shrink or grow by one size category (max Fine & Colossal respectively).

The changed size is only an illusion like the rest of disguise self I presume ?


Soul Touch:
As a standard action you may move an object with telekinetic force, or maintain this ability. It may weigh a maximum of 5lb and move it up to 10ft/round. It may be up to 10ft away.
- For every 1 point of Essentia Invested the object may weigh an additional 5lb and may be moved an extra 5ft/round. It may also be an additional 5ft away.

Mage hand, always useful.



Soul Armour:
You gain a +1 Deflection bonus to AC.
- Every 1 point of Essentia Invested increases the bonus by 1.

max total +21 deflection to AC ?!
How long does it last ? can you invest essentia after activating it ? (so that you gain a constant +1 and can increase it a swift action by investing essentia.)


Soul Speech:
You may speak, read & understand one extra Language.
- For every point of Essentia Invested you may speak, read & understand an additional Language.
- If 4 points of Essentia are invested you gain Telepathy with a range of 10ft+10ft/point of Essentia invested.

This one seem nice.



Knowledge of the Wellspring:
You may treat one Knowledge skill or the Martial Lore skill as Trained and as having ranks in it equal to your class level. This Gift cannot affect skills that you have more ranks than your class level in already.
- By Investing 2 points of Essentia you may treat another Knowledge skill or Martial Lore as Trained and as having ranks in it equal to your class level.

Nice too.


Immortal Memory:
By connecting your soul to another person's, you can view their memories and vice versa. With a touch you and the touched creature may see up to 1 minute/class level of either yours or their memories. The memories are crystal clear, unbiased rather than subjective (unless magic is distorting the memories) and are fully viewed and understood after 1 round/minute viewed. Unwilling targets get a Will Save.
- By Investing 2 points of Essentia in this ability you may use it on an inanimate object. You see everything that happened around the object and are able to look in all directions. Objects are never unwilling.

That's on is very interesting, you have no limit on how old the memory are ? If so it might be game breaking because you can solve any mystery by asking the wall.


Manipulate Soul:
You may instil a particular emotion in the target.Unwilling or unaware targets are allowed a Will Save to negate the effect. The effects described below last for 1 round/class level, but the general emotional feeling lasts for 1 minute/class skill. Effects do not stack and you cannot affect one target with multiple emotions, you may reaffect them after the mechanical effect has worn off.
Joy & love grant a +1 bonus on Will Saves.
Fear, despair & shame cause a -1 penalty to Will Saves.
Calm grants a +1 on Concentration Sense Motive checks.
Ecstasy and OTT hilarity causes a -1 penalty to Reflex Saves.
Anger and annoyance cause a -1 penalty on Concentration, Diplomacy & Gather Information checks.
Other emotions and effects can be caused at the DM's discretion.
- Every 3 points of Essentia Invested inceases the bonuses or penalties by one.

Cool idea. What the range of the ability ?
Niptick: concentration and sense motive
OTT hilarity ?


Grade (2) Soul Gifts:

Shape Self:
[Evolution] - Alter Self
As Alter Self except the Disguise Self effect lasts 10 minutes/class level.
- By investing 4 (6 total) additional points of Essentia you may shrink or grow an additional size category.

Okay.


Soul grasp:
[Evolution] - Soul Touch
As Soul Touch, except it now only requires a move action. Objects may be manipulated as if you were using a real pair of hands.
- As long as 2 points of Essentia are invested in this ability you can perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they donít provoke attacks of opportunity, you use your Intelligence modifier in place of your Strength or Dexterity modifier, and a failed attempt doesnít allow a reactive attempt by the target (such as for disarm or trip). The target may make a Will Save to resist the manoeuvre.

Logical progression.



Soul Guard:
[Evolution] - Soul Armour
As Soul Armour, except you also gain DR 1/Magic.
- For every 2 points of Essentia Invested the DR increases by 1.

This one is less problematic.



Life and Soul:
With a touch you may restore 5hp/class level to living creatures. This power has no effect on objects or the Undead.
- For every 1 point of Essentia you Lock, you gain an extra 5HP/2 class levels.
- If 4 points of Essentia are Invested or Locked (in any combination) the target also gain the benefit of a Lesser Restoration spell when you spend at least 20HP with this ability on them (even if they don't need all 20 points of healing).

Without locking essentia this mean 100hp per touch at twenty and it can go up to 2100hp per touch. As even barbarian with lot of con don't have that many hp, with just a few essentia locked you can full heal anyone in the party each round.



Sky Blue Soul:
You technically float an indistinguishable off the ground from now on, ignoring difficult Terrain. You are also under a permanent Feather Fall effect, as the spell.
- By Locking 1 point of Essentia you may fly at a speed of 10ft (A)/round.
- Every additional point of Essentia Invested increases your fly speed by 10ft.
- Every 3 points of Essentia Invested improves your fly manoeuvrability by one step.

Nice. By (A) you mean average ?



Mind & Soul:
You may use a Charm Person effect, at will.
- By Investing 8 points of Essentia you may also duplicate Charm Monster.
- By Investing 12 points of Essentia you may duplicate Dominate Person.

To gain the strong effect i would suggest locking the essentia instead of investing, seem too easy otherwise.


Hidden Soul:
You may duplicate the Invisibility spell for one minute.
- Every 1 point of Essentia Invested increases the duration by one minute.
- By Locking 3 points of Essentia you instead duplicate Improved Invisibility.

Nice




Grade (3) Soul Gifts:

Morph Self:
[Evolution] - Shape Self
As Shape Self except the Disguise Self effect is now an (Ex) ability that lasts until the duration expires, even after death.
- By investing 8 (14 total) additional points of Essentia you may shrink or grow an additional size category.

Still logical progression, the Ex aspect is a good idea.


Soul Strike:
[Evolution] - Soul Grasp
As Soul Grasp, except you may also move multiple objects from now on, as long as their combined weight is not more than the maximum weight they can move. You may not use a combat manoeuvre on more than one target at once.
- As long as 4 points of Essentia are invested you may now use your class level instead of your BAB when making a combat manoeuvre.

typo: manoeuvre


Soul Shield:
[Evolution] - Soul Guard
As Soul Guard, except you also gain SR = class level.
- For every 2 points of Essentia Invested the SR increases by 1.

This one seem balanced.


View Far Off Souls:
By Locking 1 point of Essentia you may duplicate a Clairaudience/Clairvoyance effect that lasts 1 round/class level.
- By Investing 8 points of Essentia you may duplicate a Scrying effect, except they take a -2 penalty to their Will Save because you are inherently familiar with the Incarnum in their Soul)

Interesting.


Soul Door:
You may teleport 10ft/round. You need to see where you are going and cannot teleport into an inanimate object.
- Every 1 point of Essentia Invested increases the range by 10ft.
- As long as 10 points of Essentia are Invested you may duplicate the Teleport spell Int Mod times/day, and the Plane Shift spell Int Mod times/day. Relocating Essentia doesn't reset these uses.
- By burning 2 points of Essentia you may duplicate the Greater Teleport or Greater Plane Shift spells instead of their lesser counterparts when using one of this Gift's daily uses.

Very good this one.


Imbue Soul:
You may duplicate the Animate Objects spell. You may only affect one object of Small size or smaller at a time, and the effect lasts until you dismiss it.
- Every two points of Essentia Invested allow you to animate another object, though these additional objects only last 1 round/class level.
- By Locking Essentia you may animate larger objects. 1 point allows Medium objects, 2 points allows Large Objects, 4 points allows Huge Objects, 8 points allows Gargantuan Objects and 12 points allows Colossal Objects.

Very nice ability. The permanent aspect bother me a little you could have animated object following you long after you relocated the essentia in other ability. Perhaps it stop working for object bigger than small if the essentia isnít locked anymore ?


Grade (4) Soul Gifts:

Sculpt Self:
[Evolution] - Morph Self
As Morph Self except the Disguise Self effect is replaced by an Alter Self effect, as the spell.
- By investing 10 (24 total) additional points of Essentia you may shrink or grow an additional size category.

At this level itís acceptable.


Swift Strike:
[Evolution] - Soul Strike
As Soul Strike, except it now only requires a Swift Action.
- As long as 6 points of Essentia are Invested your combat manoeuvres do not allow a Will Save.

okay, typo again in manoeuvre


Soul Barrier:
[Evolution] - Soul Shield
As Soul Shield, except your DR becomes DR 1/one material & your alignment.

Any material ? So i could choose a very obscure one ?


Bestow Soul:
By Locking 5 points of Essentia you may duplicate a Heal effect, as the spell.
- By Burning 20 points of Essentia you may duplicate a Raise Dead spell without the material component.

For this cost it seem reasonable.



Iridescent Soul (Ex): As she gains levels, the Soul Weaver begins to show the physical effects of manipulating Incarnum.

- At 2nd level her eyes take on a blue hue, much like that of an Azurin. She gains Low Light Vision. If she already had it then it's range doubles.

- At 4th level her features become more aesthetic; her skin becomes smooth (or perhaps the reverse if she is of a particularly monstrous race), her fingernails seem polished, her hair seems to flow like water etc. (though all with an ever so slight blue tinge). Her pleasing visage grants her a +2 circumstance bonus on diplomacy checks, but a -4 on Disguise checks (even through spells, magic cannot hide this change so easily).

- From 8th level he body seems to emanate glowing Incarnum energy; sky blue if Good aligned, royal blue if neutral, and deep indigo if Evil. She gives off light of the appropriate colour as a torch (even in magical darkness), and may suppress/activate this light with a full-round action. Whilst glowing creatures of her alignment on the Good/Evil scale treat her as one step friendlier & creatures opposed to her alignment (either Good or Evil for Neutrals; chosen when this feature is gained and is unchangable) treat as one step more hostile, and she takes a -40 on hide checks.

- At 12th level the Incarnum starts to take a toll and she begins to lose herself to it. She remains appealing to the eye, but begins to become almost blurry at the edges (nothing obvious, but you can definitely notice "something") and gains a permanent 20% miss chance. She may also pass through solid objects 1/3 class levels each day; she moves at half speed and cannot end her turn inside an object or she dies instantly. She may Burn 1 point of essentia to gain an additional use of this ability.

- At 16th level her eyes become pools of pure white (Good), Black (Evil) or sapphire blue (Neutral). She gains a Permanent See Invisibility effect, and for 1 round/class level each day she may gain either a True Seeing or an X-Ray Vision (no Con damage & may see through 3ft of any material) effect (but not both at the same time). She may Burn 1 point of essentia to gain an additional 2 rounds of this ability.

- At 20th Level Incarnum floods her body and she changes forever; no longer just bathed with light but literally becoming radiant blue herself as well, shadows appearing prismatic when they land on her (as in the picture above). She becomes an Outsider (except she may be resurrected as normal) native to the Material Plane & she also gains the appropriate Alignment subtype. When on her home plane(s) her Essentia pool is considered two higher and the DC of all her Soul Powers increases by two.

Okay, a good list of bonus, an appropriate for their level a few thing:
-whatís X-ray vision exactly, a spell ?
the bonus essentia at 20 is nice but the bonus DC is redudant seeing the potency of their DC already.


Weaving (Sp): From second level Soul Weavers may call on the power of Incarnum to bend the multiverse to her will.

- At 2nd level she learns the basics of this ability. She may Lock 1 point of Essentia into this class feature to cast Prestidigitation, except it lasts for 1 hour/point of Locked Essentia. After this duration expires she may Lock additional Essentia to gain the (extended) effect again, though formerly Locked Essentia remains in place.

- At 15th level, as long as she has one point of Essentia locked into Weaving she may burn 10 points of Essentia to cast Limited Wish a number of times/day equal to her Int Mod (assuming she has enough Essentia to Burn).

- At 19th level, as long as she has one point of Essentia locked into Weaving she may burn 25 points of Essentia to cast Wish a number of times/day equal to her Int Mod (assuming she has enough Essentia to Burn).

Strong but with a good cost and at high level so it seem alright to me.


Bonus Feat: At 6th Level and every 6 levels after that the Soul Weaver gains a bonus feat. The feat selected must be an Incarnum feat.

3 bonus feat, nice.


Soul Salve (Su): As they grow Soul Weavers learn a technique to restore Essentia lost to their more intense abilities.
1/day for every 10 Soul Weaver levels they may take a full round action to restore 1 point of Burned Essentia, regardless of how long ago it was Burned.

Very good.


Transcendent Soul (Ex): At 20th Level the Soul Weaver unlocks greater power in her abilities.
First of all, from now on the Essentia limit of her Soul Weaver class features is increased by one, and her Soul Salve ability now restores 1d3 points of Burned Essentia with each use. Furthermore, from now on she is always considered to have 1 point of Essentia locked into Weaving/class level (though they still have to actually lock Essentia to cast Prestidigitation, but it will last for 1 hour/point of virtual AND real locked Essentia).

Fitting capstone.


------------------------------------
First off, I will say that while I have had this class in my mind for a while, I have borrowed (some intentionally, some accidentally because they are very similar to my original ideas) some elements from Ziegander's awesome Esper Knight (http://www.giantitp.com/forums/showthread.php?t=169532) class. I've gotten the go ahead from him to "copy" his system, just in case he took offence, so no stealing have I done.

The original Inspiration was Dr. Manhattan as a class, though I may have moved away from that.

Open to suggestions for more powers (as well as better names).

Thoughts? Too much? Too little? Too dumb?

Thanks in advance,
K-B

Too much on some point but a good class I think, with a little tweaking it could be great. Tier 2-3 I think with access to some very good ability.

Kobold-Bard
2010-10-14, 01:41 PM
A new incarnum class that I need to Peach, look promising so far.
One niptick the thread is call spell weaver instead of sould weaver.
Done.


I love the image it fit very well.
Cheers.


Okay.
Cool.


d6 hd, half bab and two good save, the chasis seem to point toward a mage like class but we'll see.
That was the intent, an Incarnum class that actually manipulates Incarnum rather than just shaping it to buff their other abilities.


Niptick: normally you indicated the ability linked to each skill and the various knowledge skill are separate.
I never have but ok, I'll add them.


4+int for an int based class is pretty rare, the list is fine otherwise.
Fair point, I gave them 4 because I dislike the notion of giving only 2, but you're right.


That's weird any reason to deviate from the norm ?
Because the way their powers work it was easier to give them more points and use them that way than try and balance it against the usual Essentia mechanic.


Good explanation, I particulary like the evolution mechanic.
Cheers.


Edit after reading the first soul gift description: Does the locked essentia count as invest for the purpose of calculating effect ? Or are they completly separate ?

edit2: do you keep the lower level gift once they have evolved ?
No, Locked and Invested Essentia are counted separately.

And no, as said in the glossary if you take the Gift of the next grade up, you may immediately trade out the lower level Gift for another one of it's grade.


Okay.
Cool.


As many as totemist but grant bonus from int that's original, so at level 20 with int 36 (18 base + 2 race + 5 level up + 6 item + 5 inherent) you could have, 33 essentia plus a little from feat and perhaps race.

I fear that this may make the class too dipable an incarnate with good int plus an item of int could gain something like 5 to 10 bonus essentia from a one level dip that's a lot. Perhaps the bonus could cap at max class level ? Limiting at low level but irrevelent if you stay in the class.
Good point & idea, especially since the limit in each feature is = class level, so they can't use that much Essentia to begin with.


So you need line of sight but not line of effect ?
Correct, eg. if you use View Far Off Souls to spy on someone within the range of you punch, you can attempt to hit them.


Okay.
Cool.


So that's why you change the limit. 4 essentia for a +1 bonus or ability seem too much to me. What's your resonning ? You don't want the astral punch to have more than +5 total before 20 ? instead of the normal +10
Because if I gave it a bonus with every +2 Essentia Invested, it means they can get a +2 punch at the same level that the Soulknife gets it's first +1, which seemed unfair.


Nice.
Thanks.


Let's see what you offer us, I kept the spoiler for this one.



That make the DC very high at high level with your essentia equal class level limit, let's go back to 36 int soul weaver:

DC 10+(1/2*20=)10+13+(1/2*essentia(20)=)10=43 ????

I'm far from an expert on high level play but this seem way out of bound to me even if you need to invest nearly all your essentia into it.

edit: does using those ability provok Aoo ?
Good point, I'll remove the Int Mod.

Yes they do. Added


Grade (1) Soul Gifts:
[SPOILER][B]

The changed size is only an illusion like the rest of disguise self I presume ?

Mage hand, always useful.

max total +21 deflection to AC ?!
How long does it last ? can you invest essentia after activating it ? (so that you gain a constant +1 and can increase it a swift action by investing essentia.)

This one seem nice.

Nice too.

That's on is very interesting, you have no limit on how old the memory are ? If so it might be game breaking because you can solve any mystery by asking the wall.

Cool idea. What the range of the ability ?
Niptick: concentration and sense motive
OTT hilarity ?

No, the size change is real.
Making it +1/2 Invested.
Good point. Maybe a % chance of getting incorrect memories from objects if they are over a certain time ago.
30ft, added.
OTT = Over the top. Added a note describing it.


Grade (2) Soul Gifts:


Okay.

Logical progression.

This one is less problematic.

Without locking essentia this mean 100hp per touch at twenty and it can go up to 2100hp per touch. As even barbarian with lot of con don't have that many hp, with just a few essentia locked you can full heal anyone in the party each round.

Nice. By (A) you mean average ?

To gain the strong effect i would suggest locking the essentia instead of investing, seem too easy otherwise.

Nice

True about the healing, but that's a lot of Essentia to Lock just for healing. I'll reduce it to 2HP/class level.
Yes.
True, added a max number of times/day. Seem ok?


Grade (3) Soul Gifts:


Still logical progression, the Ex aspect is a good idea.

typo: manoeuvre

This one seem balanced.

Interesting.

Very good this one.

Very nice ability. The permanent aspect bother me a little you could have animated object following you long after you relocated the essentia in other ability. Perhaps it stop working for object bigger than small if the essentia isnít locked anymore ?

I thought that was implied, I'll add it.


Grade (4) Soul Gifts:


At this level itís acceptable.

okay, typo again in manoeuvre

Any material ? So i could choose a very obscure one ?

For this cost it seem reasonable.

Added a note.
Glad you agree.


Okay, a good list of bonus, an appropriate for their level a few thing:
-whatís X-ray vision exactly, a spell ?
the bonus essentia at 20 is nice but the bonus DC is redudant seeing the potency of their DC already.
It works as the Ring of X-Ray Vision, from the SRD.
Removed the Int Mod to DC so this should be better now.


Strong but with a good cost and at high level so it seem alright to me.
Thanks, glad I got them right.


3 bonus feat, nice.
Cool.


Very good.
Thanks.


Fitting capstone.
Thanks.


Too much on some point but a good class I think, with a little tweaking it could be great. Tier 2-3 I think with access to some very good ability.
Thanks very much, I put a lot of time into it :smallsmile:

--------------------------------
Anyone else? Please? I really did work on this so some feedback would be nice.

Tacitus
2010-10-14, 08:53 PM
*drool* Can't resist the Incarnum!

Soul Grasp and the evolutions use your size mod, I'm assuming?
manoeuvre should be maneuver, unless I'm missing some sort of alternate spelling. >.>``

Is the Astral Punch affected by your size?

If they are essentially transcending the mortal coil I'm not sure social skills are their bag. I'd think knowledges, survival, and maybe even autohypnosis, but thats neither here nor there I suppose as I suck at mechanical stuff. XD

I'm assuming it is intentional that the third size category boost is only accessible after epic (ie, you must be 23rd level to invest 24 essentia)?

Kobold-Bard
2010-10-15, 05:01 AM
*drool* Can't resist the Incarnum!

Soul Grasp and the evolutions use your size mod, I'm assuming?
manoeuvre should be maneuver, unless I'm missing some sort of alternate spelling. >.>``

Is the Astral Punch affected by your size?

If they are essentially transcending the mortal coil I'm not sure social skills are their bag. I'd think knowledges, survival, and maybe even autohypnosis, but thats neither here nor there I suppose as I suck at mechanical stuff. XD

I'm assuming it is intentional that the third size category boost is only accessible after epic (ie, you must be 23rd level to invest 24 essentia)?
That's what my spell checker gives me, I believe it's a British vs. the rest of the world thing.

Damage isn't but size mods to attack are.

Good point, I'll adjust.

<facepalm> No, that is not intentional, just very dumb on my part. I'll sort that.

zagan
2010-10-15, 10:14 AM
And no, as said in the glossary if you take the Gift of the next grade up, you may immediately trade out the lower level Gift for another one of it's grade.

What i mean was does the evolve gift still allow you to use the lower level ability for example soul grasp and soul guard wording include "as soul touch". So if I understand it right you gain a new lower level gift and an upgrade to another one, right ?


Because if I gave it a bonus with every +2 Essentia Invested, it means they can get a +2 punch at the same level that the Soulknife gets it's first +1, which seemed unfair.

Didn't think of that


Good point, I'll remove the Int Mod.

It should work then.


No, the size change is real.

In that case do they gain the increase stat from changing size as indicated in the monster manual ?


True about the healing, but that's a lot of Essentia to Lock just for healing. I'll reduce it to 2HP/class level.

2hp should work the max is 1000 but you need to lock more essentia to full heal, plus you still provok Aoo so it's alright.


True, added a max number of times/day. Seem ok?

Yes.


It works as the Ring of X-Ray Vision, from the SRD.

Didn't remember that item.

Kobold-Bard
2010-10-15, 11:41 AM
What i mean was does the evolve gift still allow you to use the lower level ability for example soul grasp and soul guard wording include "as soul touch". So if I understand it right you gain a new lower level gift and an upgrade to another one, right ?

...

In that case do they gain the increase stat from changing size as indicated in the monster manual ?

...

Yes. I put "as [previous power]", so that you keep the old version and the new effects as well.

I had forgotten them, but yes they do.

Kobold-Bard
2010-10-16, 11:36 AM
New Feat:

Astral Blast

Pre-requisites:
Astral Punch Class Feature

By having this Feat your Astral Punch class feature may also be used to form an Astral Blast. This isn't a new class feature, so any Essentia Invested in Astral Punch also applies to Astral Blast (though the effects differ slightly).

Unlike Astral Punch this is a ranged touch attack that uses your Dex Mod or Int Mod on attack rolls. The damage is still bludgeoning. DR doesn't apply to Astral Blasts but SR does.


- As with Astral Punch every 1 point of Essentia Invested increases Astral Blast's range by 5ft.

- Every 4 points of Essentia invested in Astral Blast grants it +1d4 damage and a +1 Enhancement bonus on attack rolls (max +5 pre-epic) or any special ability that can be applied to a ranged weapon, assuming it has at least a +1 Enhancement bonus already (max +5 worth of abilities pre-epic). These may be changed each time the requisite amount of Essentia is re-invested into Astral Blast.

- For every 4 points of Essentia invested after the initial +1 Enhancement bonus the Astral Blast gains a +1 bonus to overcome SR.

---------------------
Thoughts on the feat or the class in general?

Scrapped because it's rubbish.

zagan
2010-10-16, 12:46 PM
On Astral Blast: I don't really understand what this changed ? You ignore DR but now must take into account SR.

It doesn't seem to be that great to me unless i'm missing something.