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  1. - Top - End - #31
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Thanks, I hope to hear what you think once you have read it more in depth, it is, a Work In Progress, and I have a lot to do...so any input is valued.
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  2. - Top - End - #32
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Added some ACF's

    Alternate Class Features
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    Artificer
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    Level: 1st
    Replaces: The Artificer loses 1 spell known per level and 1 spell slot cast per day per level.
    Benefit: The Artificer gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Artificer does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Barbarian
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    Level: 3rd
    Replaces: The Barbarian loses Trap sense and Damage Reduction including all increases at later levels.
    Benefit: The Barbarian gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Barbarian does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Bard
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    Level: 1st
    Replaces: The Bard loses 1 spell known per level and 1 spell slot cast per day per level.
    Benefit: The Bard gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Bard does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Dragon Shaman
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    Level: 1st
    Replaces: The Dragon Shaman starts play with only 1 Draconic aura, gaining +1 aura every odd level thereafter with a maximum known of 5 at 9th level.
    Benefit: The Dragon Shaman gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragon Shaman does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Dragonfire Adept
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    Level: 1st
    Replaces: The Dragonfire Adept's breath weapon deals d4's instead of d6's.
    Benefit: The Dragonfire Adept gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragonfire Adept does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Duskblade
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    Level: 1st
    Replaces: The Duskblade loses 1 spell known per level and 1 spell slot cast per day per level.
    Benefit: The Duskblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Duskblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Fighter
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    Level: 4th
    Replaces: The Fighter does not gain a bonus fighter feat at 4th or every even level thereafter, instead he gains a bonus fighter feat at 5th level and every 3 levels thereafter. (8th, 11th, 14th, 17th and 20th)
    Benefit: The Fighter gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Fighter does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Hexblade
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    Level: 4th
    Replaces: The Hexblade does not gain any spells or spellcasting levels.
    Benefit: The Hexblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Hexblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Marshal
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    Level: 4th
    Replaces: The Marshal loses the Grant Move action ability and any later improvements.
    Benefit: The Marshal gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Marshal does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Monk
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    Level: 1st
    Replaces: The Monk loses all his bonus feats and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d2)
    Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Paladin
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    Level: 4th
    Replaces: The Paladin does not gain any spells or spellcasting levels.
    Benefit: The Paladin gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Paladin does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Psychic Warrior
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    Level: 1st
    Replaces: The Psychic Warrior loses 1 power known per level and power points dependent on his level. See table below.
    Benefit: The Psychic Warrior gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Psychic Warrior does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

    {table=head][b]Level]/b]|Power points / day|Powers known|Maximum Power Level Known
    1|0|1|1st
    2|0|1|1st
    3|1|2|1st
    4|3|2|2nd
    5|5|3|2nd
    6|7|4|2nd
    7|11|4|3rd
    8|15|5|3rd
    9|19|6|3rd
    10|23|6|4th
    11|27|7|4th
    12|35|8|4th
    13|43|8|5th
    14|51|9|5th
    15|59|10|5th
    16|67|10|6th
    17|79|11|6th
    18|91|12|6th
    19|103|13|6th
    20|115|14|6th
    [/table]



    Ranger
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    Level: 4th
    Replaces: The Ranger does not gain any spells or spellcasting levels.
    Benefit: The Ranger gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Ranger does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Rogue
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    Level: 1st
    Replaces: The Rogue's sneak attack ability deals d4's instead of d6's.
    Benefit: The Rogue gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Rogue does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Scout
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    Level: 1st
    Replaces: The scouts Skirmish ability deals d4's instead of d6's and also loses Evasion at 5th level.
    Benefit: The Scout gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Scout does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Soulknife
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    Level: 4th
    Replaces: The Soulknives Mind blade ability deals d6's instead of d8's and loses Wild talent at 1st level.
    Benefit: The Soulknife gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Soulknife does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Warlock
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    Level: 1st
    Replaces: The Warlocks Eldritch Blast ability deals d4's instead of d6's.
    Benefit: The Warlock gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Warlock does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

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  3. - Top - End - #33
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Quote Originally Posted by BelGareth View Post
    Added some ACF's

    Alternate Class Features
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    Artificer
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    Level: 1st
    Replaces: The Artificer loses 1 spell known per level and 1 spell slot cast per day per level.
    Benefit: The Artificer gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Artificer does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Barbarian
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    Level: 3rd
    Replaces: The Barbarian loses Trap sense and Damage Reduction including all increases at later levels.
    Benefit: The Barbarian gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Barbarian does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Bard
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    Level: 1st
    Replaces: The Bard loses 1 spell known per level and 1 spell slot cast per day per level.
    Benefit: The Bard gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Bard does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Dragon Shaman
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    Level: 1st
    Replaces: The Dragon Shaman starts play with only 1 Draconic aura, gaining +1 aura every odd level thereafter with a maximum known of 5 at 9th level.
    Benefit: The Dragon Shaman gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragon Shaman does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Dragonfire Adept
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    Level: 1st
    Replaces: The Dragonfire Adept's breath weapon deals d4's instead of d6's.
    Benefit: The Dragonfire Adept gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Dragonfire Adept does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Duskblade
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    Level: 1st
    Replaces: The Duskblade loses 1 spell known per level and 1 spell slot cast per day per level.
    Benefit: The Duskblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Duskblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Fighter
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    Level: 4th
    Replaces: The Fighter does not gain a bonus fighter feat at 4th or every even level thereafter, instead he gains a bonus fighter feat at 5th level and every 3 levels thereafter. (8th, 11th, 14th, 17th and 20th)
    Benefit: The Fighter gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Fighter does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Hexblade
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    Level: 4th
    Replaces: The Hexblade does not gain any spells or spellcasting levels.
    Benefit: The Hexblade gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Hexblade does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Marshal
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    Level: 4th
    Replaces: The Marshal loses the Grant Move action ability and any later improvements.
    Benefit: The Marshal gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Marshal does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Monk
    Spoiler
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    Level: 1st
    Replaces: The Monk loses all his bonus feats and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d2)
    Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Paladin
    Spoiler
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    Level: 4th
    Replaces: The Paladin does not gain any spells or spellcasting levels.
    Benefit: The Paladin gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Paladin does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Psychic Warrior
    Spoiler
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    Level: 1st
    Replaces: The Psychic Warrior loses 1 power known per level and power points dependent on his level. See table below.
    Benefit: The Psychic Warrior gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Psychic Warrior does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

    {table=head][b]Level]/b]|Power points / day|Powers known|Maximum Power Level Known
    1|0|1|1st
    2|0|1|1st
    3|1|2|1st
    4|3|2|2nd
    5|5|3|2nd
    6|7|4|2nd
    7|11|4|3rd
    8|15|5|3rd
    9|19|6|3rd
    10|23|6|4th
    11|27|7|4th
    12|35|8|4th
    13|43|8|5th
    14|51|9|5th
    15|59|10|5th
    16|67|10|6th
    17|79|11|6th
    18|91|12|6th
    19|103|13|6th
    20|115|14|6th
    [/table]



    Ranger
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    Level: 4th
    Replaces: The Ranger does not gain any spells or spellcasting levels.
    Benefit: The Ranger gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Ranger does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Rogue
    Spoiler
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    Level: 1st
    Replaces: The Rogue's sneak attack ability deals d4's instead of d6's.
    Benefit: The Rogue gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Rogue does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Scout
    Spoiler
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    Level: 1st
    Replaces: The scouts Skirmish ability deals d4's instead of d6's and also loses Evasion at 5th level.
    Benefit: The Scout gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Scout does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Soulknife
    Spoiler
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    Level: 4th
    Replaces: The Soulknives Mind blade ability deals d6's instead of d8's and loses Wild talent at 1st level.
    Benefit: The Soulknife gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Soulknife does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.


    Warlock
    Spoiler
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    Level: 1st
    Replaces: The Warlocks Eldritch Blast ability deals d4's instead of d6's.
    Benefit: The Warlock gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Warlock does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.

    I am pretty sure that Artificers do not have spells known, as they do not use spells. This makes it a win-win for them. They do get infusions, but I am fairly certain that those are not spells.
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  4. - Top - End - #34
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Funny, I read through MoI today and this is on the front page of Homebrew...
    Anyway...

    Incarnum Body (Ex): Your levels in Incandescent Champion stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity and amount of essentia. If you have multiple classes before entering this prestige class, you must choose one to progress.
    Incarnum Body is vastly inferior to +1 Meldshaper Class. Only increasing the meldshaping level and essentia, wheres the additional soulmelds and chakra binds you can create?

    Cerulean Fortitude, Reflexes, Will, and Critical are Incarnum versions of Great Fortitude, Lightning Reflexes, Iron Will, and Improved Critical, so why not let them be used in place of their respective feats, like you have with Dodge/Toughness?
    Speaking of which, why keep Azure Toughness as temporary HP? Would making it (1/2Meldshaper Level) bonus HP per essentia be too powerful?


    You mixed up the Soulborn and Incarnate Aligned Soulmeld features

    Incarnate: You can bind a chakra before you get access to one. Should be 0 @ level 1

    Soulborn: You get only the ONE smite? even regular soulborn had 5 at 20

    Totemist: Is full BAB really necessary on them? Totemists, from what I've seen on the forums, are all about massive amounts of natural attacks.

    Quote Originally Posted by BelGareth View Post
    Monk
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    Level: 1st
    Replaces: The Monk loses all his bonus feats and his Unarmed strike damage die is one die smaller. (Medium is d4, Large is d6 and small is d2)
    Benefit: The Monk gains the ability to shape soulmelds, gaining an essentia pool and access to soulmelds equivalent to a Soulborn. The Monk does not unlock any chakras or the ability to bind his soulmelds to them. Otherwise this ability functions exactly like the Soulborns Soulmeld ability.
    You put small unarmed attacks at 2 die sizes smaller. It should be d3
    Why get rid of the bonus feats? Those are pretty much the only good things on a monk! Swap that with losing slow fall (all levels) and half the speed bonus? I would have suggested the unarmored AC bonus as well (but keeping the Wis->AC), but that's already in Skarn monk subs.
    Maybe allow monks to invest essentia into Slow Fall, allowing them to treat falls as 20ft shorter per essentia invested? Show the poor monk some love!
    Last edited by Hellfire014; 2012-11-17 at 02:51 AM.

  5. - Top - End - #35
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Quote Originally Posted by Tvtyrant View Post
    I am pretty sure that Artificers do not have spells known, as they do not use spells. This makes it a win-win for them. They do get infusions, but I am fairly certain that those are not spells.
    Woops

    I missed that somehow, and forgot that they have no known infusions, so I'm going to remove them from the list.

    Quote Originally Posted by Hellfire014 View Post
    Funny, I read through MoI today and this is on the front page of Homebrew...
    Anyway...
    how strange.


    Incarnum Body is vastly inferior to +1 Meldshaper Class. Only increasing the meldshaping level and essentia, wheres the additional soulmelds and chakra binds you can create?
    Yes, I have been meaning to change this, it was supposed to be additional soulmelds but not binds.

    Cerulean Fortitude, Reflexes, Will, and Critical are Incarnum versions of Great Fortitude, Lightning Reflexes, Iron Will, and Improved Critical, so why not let them be used in place of their respective feats, like you have with Dodge/Toughness?
    Good point.


    Speaking of which, why keep Azure Toughness as temporary HP? Would making it (1/2Meldshaper Level) bonus HP per essentia be too powerful?
    I don't think so, however, there are a bunch of other abilities and the feats: HEART OF INCARNUM and INCARNUM-FORTIFIED BODY grant bonus HP's. I was going for the whole Soul power/Incarnum linked to Con making the classes really tough. (which is way more evident in the SoulBorn)


    You mixed up the Soulborn and Incarnate Aligned Soulmeld features
    Thanks, got this fixed. (actually, since I changed all soulmeld alignment descriptors to change to whatever the soulmelder is, I just removed them, as there is no such restriction)

    Incarnate: You can bind a chakra before you get access to one. Should be 0 @ level 1
    Nice Catch, thanks. [Fixed]

    Soulborn: You get only the ONE smite? even regular soulborn had 5 at 20
    The smite ability reads as follows:
    Quote Originally Posted by SoulBorn
    Smite Opposition (Su): Once per Soulborn level per day, a SoulBorn can call out her incarnum-fueled convictions to aid her against her foe.
    Totemist: Is full BAB really necessary on them? Totemists, from what I've seen on the forums, are all about massive amounts of natural attacks.
    I think so, compare the Ranger to it. Same HD, same BAB, same amount of class gimmicks. Fits to me.

    You put small unarmed attacks at 2 die sizes smaller. It should be d3
    oops, darn typos. (I swear!)

    Why get rid of the bonus feats? Those are pretty much the only good things on a monk! Swap that with losing slow fall (all levels) and half the speed bonus? I would have suggested the unarmored AC bonus as well (but keeping the Wis->AC), but that's already in Skarn monk subs.
    Maybe allow monks to invest essentia into Slow Fall, allowing them to treat falls as 20ft shorter per essentia invested? Show the poor monk some love!
    You do have a point, it was hard to sub out abilities for the obviously bad classes and allow the ACF's to work with homebrew fixes. I replaced the Feat loss with Evasion.
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  6. - Top - End - #36
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Azure Toughness in MoI is not just +3 temporary HP, it is +3 max HP for each essentia invested

    you missed the point about Having only 1 Smite ever, as in normally classes that get smiting have it 5/day at 20
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  7. - Top - End - #37
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    Default Re: Incarnum Redone (3.5)[PEACH]

    I haven't had time to look through all of it (just Totemist), but so far is looks awesome. We are of similar opinion with some of the... well, things that need improving with MoI. Nice work, BelGareth.

    Edit: Oh right, minor note. Used affect when should have been effect.
    Last edited by danzibr; 2012-11-17 at 01:49 PM.
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  8. - Top - End - #38
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Quote Originally Posted by toapat View Post
    Azure Toughness in MoI is not just +3 temporary HP, it is +3 max HP for each essentia invested
    Looking back, I realized I changed it to temp HP's to reduce the impact of reinvesting essentia, for which I locked the feat. So with that said, I can change it back to bonus HP's like it used to be.

    you missed the point about Having only 1 Smite ever, as in normally classes that get smiting have it 5/day at 20
    I think you missed the wording of the ability. once per class level per day means at 20th level they can smite 20 times per day.

    Quote Originally Posted by danzibr View Post
    I haven't had time to look through all of it (just Totemist), but so far is looks awesome. We are of similar opinion with some of the... well, things that need improving with MoI. Nice work, BelGareth.

    Edit: Oh right, minor note. Used affect when should have been effect.
    Thanks! Look forward to see what you think of it once you have sifted through it all.
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    Default Re: Incarnum Redone (3.5)[PEACH]

    I don't know much about the other classes, but as far as the buffs to Totemist, I gotta say I like it. They needed more essentia pretty badly. Also, from what I remember of the soulmelds (Girallon Arms, for example), I like the changes there too.

    I didn't realize you were such a homebrewer.
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Quote Originally Posted by danzibr View Post
    I don't know much about the other classes, but as far as the buffs to Totemist, I gotta say I like it. They needed more essentia pretty badly. Also, from what I remember of the soulmelds (Girallon Arms, for example), I like the changes there too.

    I didn't realize you were such a homebrewer.
    Thanks! I totally agree with the essentia thing, and i had to increase it anyway for changing the essentia capacity.

    I try to do some brew every week, keeps the doctor away...or is it the weeping angels?
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Question: If all the meldshapers in your revision can bind pretty much all their melds, why place a limit at all? Why not just let any soulmeld you have be able to be bound? There is already a limit on the melds available and binds you can use, and to a lesser extent essentia available to make use of the bind, so why put in a fourth restriction?
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    Default Re: Incarnum Redone (3.5)[PEACH]

    Interesting. I personally don't think some of the things you 'fixed' were a problem, but it's a matter o viewpoint; incarnum was perhaps one of (if not the) best balanced options in the game. It's just that everything else is so wonky...

    Quote Originally Posted by Tvtyrant View Post
    I like that there is more equivalence with already existing systems; makes it feel more intuitive (because chances are the reader has already memorized those).

    Do you think you could boost the Totemist to full BaB? The Totemist is all about smacking things in the face, but the lower BaB makes this sometimes hard to pull off.

    I like that the Dragonfire Mask grants you an actual breath weapon. This lets you use your metabreath feats on it, which could get intense.
    I think full base attack bonus on the foremost would be bad, myself. They get, what, upwards of ten attacks a round? They weren't based on the ranger, they were based on the monk – medium attack, mobile, multiple strikes. Only they succeeded where the monk failed. Totemism was already the best incarnum class, which means it is the one least requiring such a boost.


    Haven't looked at everything yet. Not sure I will, as I've been really touchy lately and I don't think muh of incarnum needs to be fixed. Except necrocsrnum, high was fluffed as "evil because we say so" and that's stupid. I mean was an actual explanation so hard?

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    Default Re: Incarnum Redone (3.5)[PEACH]

    This is looking pretty awesome, and I'm about to test it out in a short-term campaign. Out of curiosity, do you have any work done on updating the Ironsoul Forgemaster?

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    Default Re: Incarnum Redone (3.5)[PEACH]

    Quote Originally Posted by Kane0 View Post
    Question: If all the meldshapers in your revision can bind pretty much all their melds, why place a limit at all? Why not just let any soulmeld you have be able to be bound? There is already a limit on the melds available and binds you can use, and to a lesser extent essentia available to make use of the bind, so why put in a fourth restriction?
    Well, actually some of them cannot, there is a slight shift in variance as to when they receive them and how many they can bind, the incarnate for example is like this.

    Quote Originally Posted by SiuiS View Post
    Interesting. I personally don't think some of the things you 'fixed' were a problem, but it's a matter o viewpoint; incarnum was perhaps one of (if not the) best balanced options in the game. It's just that everything else is so wonky...



    I think full base attack bonus on the foremost would be bad, myself. They get, what, upwards of ten attacks a round? They weren't based on the ranger, they were based on the monk – medium attack, mobile, multiple strikes. Only they succeeded where the monk failed. Totemism was already the best incarnum class, which means it is the one least requiring such a boost.


    Haven't looked at everything yet. Not sure I will, as I've been really touchy lately and I don't think muh of incarnum needs to be fixed. Except necrocsrnum, high was fluffed as "evil because we say so" and that's stupid. I mean was an actual explanation so hard?
    I disagree with the full bab thing, and especially with comparing it to the monk (for which i believe should have full bab), matter of opinion i guess, fortunately a DM can just say 'with medium BAB' and boom you're good to go.

    Quote Originally Posted by kjbro View Post
    This is looking pretty awesome, and I'm about to test it out in a short-term campaign. Out of curiosity, do you have any work done on updating the Ironsoul Forgemaster?
    Thanks, I am working on the Ironsoul Forgemaster currently, as i'm also working on some unique items that im going to link to the class (as well as open it to other races, racial PRC's are yucky) scratch that, I'm working on it right now...

    And done:
    Ironsoul Forgemaster
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    Requirements
    Alignment: Any non evil
    Skills: Craft (armorsmithing or weaponsmithing) 8 ranks, Knowledge (arcana) 2 ranks.
    Meldshaping: Ability to shape soulmelds.

    Class skills (4 + Int Modifier per level): The Ironsoul Forgemaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (Incarnum) (Int), Profession (Int), Sense Motive (Wis), and Spellcraft (Int).

    Hit Dice: d8

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st| +0| +1 | +0 | +1 |Incarnum Body, Secrets of the Forge

    2nd| +1 | +1| +1 | +1 |Shieldmeld

    3rd| +2 | +2 | +1 | +2 |Armormeld, Forge Lore

    4th| +3 | +2 | +1 | +2 |Greater Shieldmeld

    5th| +3 | +3 | +2 | +3 |Weaponmeld, Greater Armormeld
    [/table]

    Weapon and Armor Proficiency: You gain no new proficiencies with weapons, armor, or shields.

    Incarnum Body (Ex): Your levels in Ironsoul Forgemaster stack with your levels in the Incarnum class used to enter this prestige class for purposes of determining your Max Essentia capacity, amount of essentia and Chakras unlocked. If you have multiple classes before entering this prestige class, you must choose one to progress.

    Secrets of the Forge (Ex): At 1st level, you gain Craft Magic Arms and Armor (see page 81 of the Player’s Handbook) as a bonus feat, even if you do not meet the prerequisites. Your effective caster level for the purpose of crafting magic arms and armor is three times your ironsoul forgemaster level. For example, a 5th-level incarnate/2ndlevel ironsoul forgemaster is treated as a 6th-level caster for the purpose of creating magic arms and armor. These effective levels also stack with any other caster levels that might apply. You must still meet any other prerequisites for creating the desired item, such as other feats or the casting of specific spells. This stipulation might mean that you need the assistance of other characters to create a particular item.

    Shieldmeld (Su): At 2nd level, you create a special bond with any shield that you craft. This bond allows you to invest essentia in the shield as if it were a soulmeld. Doing so grants you resistance 3 per point of invested essentia against acid,
    cold, electricity, fire, and sonic damage. You gain this ability only while using the shield for defense, not while carrying it on your back or in a container. If you stop using the shield, you lose the ability until you use it again, though you can reinvest the essentia in another soulmeld or ability on your next turn, as normal.

    At 4th level this ability improves, allowing the Forgemaster to shape a greater shieldmeld, the forgemaster gains an insight bonus to his shield bonus to AC equal to half the amount of essentia invested. This is in addition to the energy resistance.

    Forge Lore (Ex): When you attain 3rd level, the soul energy flowing through your mind and body establishes a connection to the souls of your people’s ancestral forgemasters. This soul-to-soul communion grants you an insight bonus equal to double your ironsoul forgemaster level on all Craft (armorsmithing) and Craft (weaponsmithing) checks.

    Armormeld (Su): At 3rd level, you create a special bond with any suit of armor that you craft. This bond allows you to invest essentia in the armor as if it were a soulmeld. Doing so reduces the armor check penalty and increases the maximum dexterity modifier by the amount of essentia invested.

    At 5th level this ability improves, allowing the Forgemaster to shape a greater armormeld, the ironsoul forgemaster gains damage reduction n/—, where n is equal the points of essentia invested. This damage reduction stacks with any damage reduction of the same kind granted by the armor.
    You gain this ability only while wearing the armor in the usual way. If you stop wearing it or if it is destroyed, you lose the ability until you put it on again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.

    Weaponmeld (Su): At 5th level, you create a special bond with any weapon that you craft. This bond allows you to invest essentia in the weapon as if it were a soulmeld. Doing so grants you an insight bonus equal to the number of points of invested essentia on your rolls to hit and twice that on your damage rolls. If you have at least 1 point of essentia invested in the weapon, it also dazes any living opponent you strike with it for 1 round (Fortitude negates, DC 10 + invested essentia + Con modifier).
    You gain this ability only while wielding the weapon in the usual way. If you stop wielding it, you lose the ability until you pick it up again, though you can reinvest the essentia in another soulmeld or ability on your next turn as normal.
    Last edited by BelGareth; 2012-12-17 at 03:56 AM.
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