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  1. - Top - End - #1
    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Gravesoul (Base Class) (PEACH)

    Ladies and gentlemen,
    I, LairdMaon, present the current incarnation of my first home brew ever!

    Gravesoul

    "Death is not the greatest loss in life. The greatest loss is what dies inside us while we live."
    -Norman Cousins

    <Insert a brief bit of fluff about the class here.>

    Hit Die
    d8

    Class Skills
    The Gravesoul Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language, Spot (Wis), Swim (Str), and Tumble (Dex).

    Skill Points at Each Additional Level
    4 + Int modifier.

    Table: Gravesoul Warrior Meldshaping
    Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Soulmelds Essentia Chakra Binds
    1st +0 +2 +0 +2 Grave Gate, Tomb-Tainted Soul 2 1 0
    2nd +1 +3 +0 +3 Chakra Bind (Hand), Vitality of Undeath 3 1 1
    3rd +2 +3 +1 +3 Chanel Undeath 3 2 1
    4th +3 +4 +1 +4 Bonus Feat 4 2 1
    5th +3 +4 +1 +4 Chakra Binds (Crowns, Feet) 4 3 1
    6th +4 +5 +2 +5 Devourer's Boon 1pt 4 3 2
    7th +5 +5 +2 +5 5 4 2
    8th +6/+1 +6 +2 +6 Bonus Feat 5 4 2
    9th +6/+1 +6 +3 +6 Chakra Binds (Arms, Brow, Shoulder) 6 5 3
    10th +7/+2 +7 +3 +7 6 5 3
    11th +8/+3 +7 +3 +7 6 6 3
    12th +9/+4 +8 +4 +8 Devourer's Boon 2pt, Bonus Feat 6 6 3
    13th +9/+4 +8 +4 +8 Chakra Binds (Throat, Waist) 7 7 3
    14th +10/+5 +9 +4 +9 7 8 4
    15th +11/+6/+1 +9 +5 +9 7 9 4
    16th +12/+7/+2 +10 +5 +10 Bonus Feat 8 10 4
    17th +12/+7/+2 +10 +5 +10 Chakra Bind (Heart) 8 11 4
    18th +13/+8/+3 +11 +6 +11 Devourer's Boon 3pt 8 12 5
    19th +14/+9/+4 +11 +6 +11 9 13 5
    20th +15/+10/+5 +12 +6 +12 Undead Scion 9 14 5

    Class Features
    All the following are class features of the Gravesoul Warrior base class.

    Weapon and Armor Proficiency:
    Gravesoul Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Meldshaping:
    A gravesoul warrior's primary ability is shaping incarnum soulmelds, which are drawn from the gravesoul warrior soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the necrotic spirits of undeath.

    The Difficulty Class for a saving throw against a gravesoul warrior soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your gravesoul warrior level.

    A gravesoul warrior can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: Gravesoul Warrior. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

    At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table: Gravesoul Warrior. Your character level, as noted on the Essentia Capacity table, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (Essentia, Magic of Incarnum, page 50).

    A gravesoul warrior does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day (see Shaping Soulmelds, Magic of Incarnum, page 49).

    Essentia Capacity
    Character Level Essentia Capacity
    1st-5th 1
    6th-11th 2
    12th-17th 3
    18th-20th 4

    Chakra Binds:
    Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, Magic of Incarnum, page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

    The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table: Gravesoul Warrior). At 2nd level, you can bind a soulmeld to your totem chakra (see below). Beginning at 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.

    For more information on chakra binds, see Magic of Incarnum, page 51.

    Grave Gate:
    At first level gains his connection to the soul-stuff of the undead.
    Once shaped it permanently remains shaped, though the chakra binds work as normal. This does not count against number of soulmelds shaped.

    Tomb-Tainted Soul:
    At 1st level, the gravesoul warrior gains Tomb-Tainted Soul (Libris Mortis: The Book of the Dead, pg. 31) as a bonus feat.

    Vitality of Undeath (Ex):
    At 2nd level, a Gravesoul Warrio receives max hit points per gravesoul warrior level. All his past hit die are converted to max hit points as well.

    Channel Undeath (Su):
    Beginning at 3rd level, you can use a standard action to use any touch attack or cast any touch spell you know and deliver the effect through your weapon with a melee attack. Using a touch attack or casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the touch attack or spell is resolved.
    At 13th level, you can cast any touch attack or touch spell you know as part of a full attack action, and the touch attack or spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

    Bonus Feats:
    At 4th level, a gravesoul warrior gains a bonus feat off the the Fighter bonus feat list. He must qualify for the feat before taking it.

    The gravesoul warrior gains an additional bonus feat every 4 class levels thereafter.

    Devourer's Boon (Su)
    Once per day, you may trap the essence of a living creature who dies within 30ft of you.
    The trapped essence provides you with a number of Grave Essentia equal to 1/2 the creature's HD (maximum class level). Grave Essentia fades when you reshape soulmelds, and does not stack (you may only have 1 trapped essence at once). It may be assigned to the same benefit as regular Essentia, and reallocated as part of the same swift action.
    Grave Essentia does not count against maximum essentia invested in a given receptacle, but instead has its own limit based on class level. At 6th level, you may invest 1 point of Grave Essentia into a given receptacle. At 12th level, this increases to 2 points, and to 3 points at 18th level.
    A creature whose essence you trap cannot be resurrected until you reshape soul melds or trap another essence.

    Undead Scion (Su):
    At 20th level, you gain the ability to make your body a conduit for profane energies. This greatly empowers all of your soulmelds. For the duration of this ability, all of your soulmelds are treated as having 2 more essentia invested in them than they already do (this cannot surpass your maximum essentia capacity).

    Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1).
    Last edited by LairdMaon; 2018-03-26 at 04:28 PM.

  2. - Top - End - #2
    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: Gravesoul Warrior (PEACH)

    Soulmelds



    Grave Gate (undead)
    Chakras: All
    This is your connection to the soul-stuff of the undead.
    Once shaped it permanently remains shaped, though the chakra binds work as normal. This does not count against number of soulmelds shaped.
    GS counts as undead type for gaining feats. +1 insight bonus to all saves
    Essentia: +1 insight bonus to all saves/ep

    Hand Chakra:
    Immune to Fear and Fear effects, manifests a Light Shield
    Essentia: +1 enhancement bonus on the shield/ep

    Crown Chakra:
    Immune to Mind-influencing effects, poison, sleep, stunning and diseased. Immune to Fear and Fear effects.

    Feet Chakra:
    No need to eat, drink or breathe.

    Arm Chakra:
    Incorporeal - 3 rounds/meldshaper level

    Brow Chakra:
    Spell Resistance CL+Wis
    Essentia: +1/ep

    Shoulder Chakra:
    Regeneration (1hp/negative energy) per hour
    Essentia: Rate of hit points regenerated per hour is increases by 1hp/ep

    Throat Chakra:
    Cold and Fire Immunity

    Waist Chakra:
    Immune to Ability Damage/Drain

    Heart Chakra:
    All temporary hit points from any source heal actual hit points as if they were healing from an appropriate spell. Once full hit points are achieved temporary hit points accrue as normal.


    Hunefur (undead)

    Chakras: Crown, Brow, Shoulder
    +2 Insight bonus to Intimidate and Bluff
    Essentia: Insight bonus increases +2/ep

    Crown Chakra:
    Speak, read, write and understand all languages

    Brow Chakra:
    Blindsight 10ft
    Essentia: Blindsight distance +10ft/ep

    Shoulder Chakra:
    Resistant to Blows; reduces all physical damage received by 50% and magical damage received by 25% before DR.

    Heart Chakra:
    Fast Healing 1
    Essentia: Fast Healing improves +1/ep

    Wight Eyes
    Chakras: Brow, Arm
    Darkvision 10ft
    Essentia: Darkvision distance +10ft/ep

    Brow Chakra:
    Lifesense 10ft
    Essentia: Lifesense distance +10ft/ep

    Arm Chakra:
    Touch attack gives the victim 1 negative level
    Essentia: Number of negative levels given increases by +1/ep

    Children of the Skull Lord (undead)
    Chakras: Feet, Shoulder
    +10ft move speed when charging, Pounce
    Essentia: +10ft/ep

    Feet Chakra:
    Charging Form, as a swift action, a GS can transform into a rhinolike form. In this form, its speed increases by 50ft during it's charge and its primary weapon is transformed into a hornlike structure. The weapon deals damage as normal. If GS hits with it's weapon after charging, however, it deals an extra 2d6 points of damage.
    Essentia: Each point of Essentia gives a bonus of +1 to hit and damage and an additional 1d6 to damage on a successful charge.

    Shoulder Chakra:
    Boneshard Blast, a number of times a day equal to it's con bonus, as a standard action the GS can explode in a shower of bone shards. Creatures within 10 feet of the GS take 2d6 points of damage (Reflex half). The shards of the GS transform into its normal shape at the beginning of its next turn.
    While in shared form a ghostly image of the GsW appears at the epicenter of the blast area. This form is not mobile, though it is not necessarily flat-footed. It retains all the stats and abilities as normal, but becomes incorporeal until it's next turn.
    Essentia: Blast damage increases by 1d6/ep

    Blaspheme (undead)
    Chakras: Feet, Arm
    Erratic Charge, When a GS charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A GS must have line of sight to a targeted opponent at the start of its turn

    Feet Chakra:
    +5ft move speed
    Essentia: +5ft/ep

    Arms Chakra:
    Touch attack make victim dazed, fort save negates
    Essentia: Attacks deal +1d4 strength damage/ep

    Blackskate (undead)
    Chakras: Feet, Crown, Arm
    You no longer need to breath at all.

    Feet Chakra:
    Swim speed equals half standard move speed rounded up
    Essentia: Swim speed increases by +5ft/ep

    Crown Chakra:
    Tracking feat

    Arms Chakra:
    Blood Rage (Ex): A GS that begins its turn within 20 feet of a living, wounded creature can enter a blood rage. It thrashes back and forth with tremendous power, gaining a +1 bonus on attack and damage rolls and +1 dodge bonus to AC. The blood rage lasts for a number of rounds equal to the GS's Constitution modifier.
    Essentia: Each point of invested Essentia increases the bonuses by +1

    Forlorn Husk (undead)
    Chakras: Hand
    Bite attack as a secondary attack, 1d4
    Essentia: +1 to hit and damage/ep

    Hand - Water Drain, if a living target has an open wound, the meldshaper can drain moisture from the target using a successful grapple check.
    2d6+strength, gain temp hp equal to half damage dealt
    Essentia: Increase damage dealt by +1d6/ep

    Sanguinous Drinker (undead)
    Chakras: Hand, Waist
    +2 Insight bonus to Charisma-based checks
    Essentia: Bonus increases by +1/ep

    Hand Chakra:
    Blood Spray, as grease; self immune, on ground only

    Waist Chakra:
    Blood Drain, add 1 point of Con damage to each successful attack, gain 5 temp hp per each point of successful Con damage
    Essentia: +1 Con damage/2ep

    Nightshade (undead)
    Chakras: Hand, Feet, Shoulder
    Powerful Build

    Hand Chakra:
    Crush Item, A GS can destroy any weapon or item of the same size as the GS or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The GS must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a Fortitude save to resist destruction. The save DC is Strength-based.

    Feet Chakra:
    Haste, con bonus + meldshaper level/day

    Shoulder Chakra:
    Fly 30ft good
    Essentia: +5ft/ep

    Bone Naga (undead)
    Chakras: Crown, Arm, Brow, Waist
    Tremorsense 10ft
    Essentia: +10ft/ep

    Crown Chakra:
    Guarded Mind, immune to any form of mind reading

    Arm Chakra:
    Touch attack to deal poison, 1d2con/1d2con, DC is con based, fort negates

    Brow Chakra:
    Telepathy 10ft, anyone willing only
    Essentia: +10ft/ep

    Waist Chakra:
    Spell Resistance = meldshaper level
    Essentia: +2/ep

    Horrific Vasuthant (undead)
    Chakras: Throat, Brow, Heart
    Improved Grapple

    Throat Chakra:
    Trap Light, A GsW effectively absorbs nearby magical and nonmagical light, creating a 60-foot emanation of shadow. All creatures within this area, including the GsW, gain concealment. Creatures with low-light vision or darkvision can see normally within the area of the emanation. Light sources within the area are suppressed, not dispelled. If a GsW moves out of range before the light source’s duration expires, the light source illuminates again (though its illumination still cannot extend within the area of the GsW's trap light effect).

    Brow Chakra:
    Reality Distortion, A GsW has limited influence over the forces of time and reality. Three times per day per meldshaper level the GsW can take a free action to reroll any unfavorable die roll or force its opponent to reroll a favorable die roll. The GsW must accept the result of the reroll.

    Waist Chakra:
    DR 4/-, this damage reduction stacks with other sources of damage reduction.
    Essentia: Damage Reduction increases by +1/- per invested Essentia.

    Heart Chakra:
    Alter Past, As a free action, a GsW can produce a rift in time that enables it to replay its last turn. The GsW returns to the position it occupied when its turn began, and any effects that occurred during that time are reversed (including any readied actions or attacks of opportunity that its actions provoked). If it used any spell-like abilities, it regains the daily uses spent.

    Gravecrawler (undead)
    Chakras: Feet, Arm, Shoulder
    Tremorsense 10ft
    Essentia: +10ft/ep

    Feet Chakra:
    Burrow 10ft
    Essentia: +10ft/ep

    Arm Chakra:
    1d4 Con Damage
    Essentia: Increase the Con damage by +1d4 per invested Essentia

    Shoulder Chakra:
    Calcifying Aura, 10ft range, 1 Con damage /ep; at 0 Con victim turns to stone
    Essentia: Affected range increases by +10ft per Essentia invested

    Skull Lord (undead)
    Chakras: Hand, Throat
    +4 Insight bonus to Use Magic Device
    Essentia: UMD insight bonus improves by +2 per Essentia

    Hand Chakra:
    Manifests a +1/+1 Quarterstaff that adds 1d6 cold damage
    Essentia: Each of Essentia increases the enhancement by +1/+1 and the damage by 1d6 cold dam /ep

    Throat Chakra:
    Beckon Bone Blast, 30ft range, 1st round beckon: Will save or 2d4 dam; 2nd round blast: Auto hit; 2d4 dam :: +1d4/ep

    Vilewight (undead)
    Chakras: Arm, Heart
    +4 Insight bonus to Hide and Move Silently
    Essentia: +2 Insight bonus to both Hide and Move Silently per Essentia

    Arm Chakra:
    As part of a touch attack you inflict Energy Damage, fort save or lose one level

    Heart Chakra:
    Dark Channel, 30ftx5ft area directly in front of character is bathed in the dark energies of undeath; reflex save or take 4d6 damage
    Essentia: +2d6/ep

    Fire Spectre (undead)
    Chakras: Hand, Crown
    Burn (Ex): Those hit by a GsW's attack must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting the GsW with natural weapons or unarmed attacks take fire damage as though hit by the GsW's and also catch fire unless they succeed on a Reflex save
    Essentia: +1d4/ep

    Hand Chakra:
    Force descriptor to attacks

    Crown Chakra:
    Breath Weapon 10-ft. cone of fire, once every 1d4 rounds, damage 3d6 fire, Reflex half
    Essentia: +1d6/ep

    Dread Ram (undead)
    Chakras: Crown, Feet
    Frightful Presence

    Crown Chakra:
    Breath Weapon, 10-ft. cone of cold, once every 1d4 rounds, damage 3d6 cold, Reflex half
    Essentia: +1d6/ep

    Feet Chakra:
    Trample, As a standard action during its turn each round, a GsW can run over an opponent at least one size category smaller than itself. The trample deals 1d8+6 points of bludgeoning damage. A trampled opponent can either attempt an attack of opportunity at a –4 penalty or a Reflex save for half damage
    Essentia: +1d8+1 damage per Essentia invested

    Entombed (undead)
    Chakras: Hand, Heart
    Freeze, Creatures hitting the GsW with natural weapons or unarmed attacks take 1d6 cold damage and 1d2dex damage
    Essentia: +1d6 cold and 1d2dex/ep

    Hand Chakra:
    Icy Embrace, attacks deal 1d6 cold damage and 1d4dex damage; at 0 dex victim becomes encased in ice
    Essentia: +1d6 cold and 1d4dex/ep

    Heart Chakra:
    Frozen Form, ice gathers around the meldshaper increasing his size and protecting him. Size of character and his equipment is increase by one category. Adjust abilities accordingly. Frozen Form counts as heavy plate armor with the appropriate stats minus any penalties. Gain immunity to cold.

    Visage (undead)
    Chakras: Crown, Brow, Throat
    +2 Insight bonus to Escape Artist and Move Silently
    Essentia: Insight bonus improves by +2 per ep

    Crown Chakra:
    Assume Identity, as a free action take on the form of someone the GsW has killed within the last round. A GsW in an assumed identity gains a +20 bonus on Bluff and Disguise checks made to pass as the victim. This effect lasts 1 minute.

    Brow Chakra:
    Lucidity Control, A GsW can create a major image, similar to the major image spell except that only one target, selected by the GsW, can perceive the illusion (Will disbelief). The save DC is Charisma-based.

    Throat Chakra: Dominate Person, as the spell, once per day, caster level equals meldshaper level
    Essentia: Effective meldshaper level improves by +1 per Essentia

    Slaughter Wight (undead)
    Chakras: Brow, Feet, Arm
    Improved Critical

    Brow Chakra:
    Augmented Critical, increases critical threat range by one. Thus, a weapon that threatens crit on a 19-20 improves to 18-20.

    Feet Chakra:
    +2 Dex
    Essentia: +1 Dex/ep

    Arm Chakra:
    +2 Str
    Essentia: +1 Str/ep

    Plague Blight (undead)
    Chakras: Hand, Feet
    +3 bonus to natural armor
    Essentia: Natural armor bonus increases by +1 per Essentia invested

    Hand Chakra:
    Gangrenous Touch, Supernatural disease —Fortitude Save, incubation period instant; damage 1d4 Con. Unlike normal diseases, gangrenous touch requires a saving throw every round. It visibly progresses over a period of seconds, turning the afflicted area putrescent and gangrenous. The rot continues until the victim makes two successful saving throws in a row, the victim reaches Constitution 0 (and dies), or the victim receives a remove disease spell or similar treatment. Once it is infected or it successfully saves, a creature can’t be infected by gangrenous touch again for 24 hours. The body of a victim claimed by gangrenous touch sloughs into a brittle, stinking mass of putrescent ruin that molders to nothing over the course of 24 hours, unless remove disease is cast on the remains within that time.

    Feet Chakra:
    Gangrenous Stench, Whenever a GsW desires, it causes its horrible odor of rot to emanate from the folds of its wrappings. All living creatures within 10 feet of the GsW must make a Fortitude save or take 1d6 points of Strength damage and become nauseated. The save DC is Charisma-based
    Essentia: Strength damage increases by +1 per Essentia invested

    Entropic Reaper (undead)
    Chakras: Throat, Shoulder
    Fast Healing 1
    Fast healing improves by +1/ep

    Shoulder Chakra:
    Master of the Scythe, The GsW is a master of the scythe, and gains the ability to wield a weapon one size larger than normal. It also treats the scythe as if it were a mighty cleaving weapon, which allows it to make one additional cleave attempt in a round.

    Throat Chakra:
    Entropic Blade (Su): 2 times per day per meldshaper level, when the GsW successfully deals damage with its entropic blade, the victim must make a Fortitude save or be overcome with searing pain, as the victim’s form melts, flows, writhes, and boils. During this entropic state, the victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round spent in this entropic state, the victim takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it discorporates into nothingness. A victim can gain control over itself by taking a standard action to attempt a Charisma check. Success renders the victim immune from the entropic state for 1 minute. On a failure, the victim can still repeat this check each round until successful. The entropic state is not a disease or a curse, so it is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its state for the duration of the spell. A restoration,heal, or greater restoration spell removes the affliction (though a separate restoration is necessary to restore any drained points of Wisdom). The save DC is Charisma-based.

    Dream Vestige (undead)
    Chakras: Arm, Shoulder
    Desecrating General (Su): A GsW gives off a 20-foot radius emanation of desecration, imbuing its surroundings with negative energy. The GsW itself is treated as the shrine of an evil power. All undead within 20 feet of the GsW (excluding the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a –6 penalty. A GsW's desecrating general ability cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the GsW can resume it as a free action on its next turn. Its desecrating aura is suppressed if a GsW enters a consecrated or hallowed area, but the GsW's presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.
    Essentia: The bonuses gained by affected undead increase by +1 profane bonus on attack rolls, damage rolls, and saving throws, and +1 hit points per HD/ep

    Arm Chakra:
    Touch attack to inflict 1d4 Int damage; gain 5 temporary hp on successful Int damage
    Essentia: Int damage increases by +1d4 for each Essentia invested

    Shoulder Chakra:
    Deflective Aura, +3 deflection AC
    Essentia: Deflection bonus increases by +2/ep

    Angel of Decay (undead)
    Chakras: Feet, Arm, Waist
    +4 bonus to strength based checks
    Essentia: Bonus increases by +2/ep

    Feet Chakra:
    Fly 30ft good
    Essentia: Fly Speed improves by +10ft/ep

    Arm Chakra:
    Rotting Touch, 1d6 damage; gain 5 points temp hp per successful attack
    Essentia: Increase damage by +1d6 and temp hp by +5 per Essentia invested.

    Waist Chakra:
    A GsW's pool of rot is a 15-foot-radius spread. Any corporeal creature standing on the ground within that area must make a Reflex saving throw each round or take 2d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay.
    Essentia: Damage increases by +1d6 per Essentia invested.

    Ancient Undead undead
    Chakras: Crown, Brow, Arm
    All-Around Vision, A GsW's many eyes give it a +4 racial bonus to Search and Spot checks. Opponents gain no flanking bonuses when attacking it.
    Essentia: Increase the bonus by +2 per Essentia invested.

    Crown:
    Despair, upon seeing the GsW the victim must make a will save or be paralyzed with fear for 1d4 rounds. Saved is Cha based.

    Brow:
    Antimagic Cone, A GsW may produce a 30-foot antimagic cone extending straight ahead from its front. This cone functions just like antimagic field cast by a wizard of the GsW's level. All magical and supernatural powers and effects within the cone are suppressed. Once each round, during its turn, it decides which way it will face, and whether the antimagic cone is active or not.
    Essentia: Each point of Essentia increases the caster level by +1 and the distance by +10 ft.

    Arm:
    Apocalypse Arms, the GsW grows 2 pairs of tentacles, secondary attacks. Suffers -4 to hit.
    Essentia: +2 to hit and damage per Essentia invested.

    Winterspawn
    Chakras: Brow, Waist
    Ice Arms, A GsW's can, as a free action, create any weapon he is proficient with made of magical ice and any javelin he creates counts as a +1 returning icy burst javelin. These weapons deal an extra 1d6 points of cold damage with each hit. Released ice weapons melt after one minute.
    Essentia: +1 enhancement bonus and +1d6 cold damage per Essentia invested.

    Brow:
    Frost Glance, As a free action once per round, a GsW can blast a single foe within 30 feet with its frost glance. This deals 2d6 points of cold damage (Fortitude half).
    Essentia: Each point of Essentia adds 5 ft of range and +1d6 damage.

    Waist:
    Fire Shield, At will, a GsW can create a fire shield on itself (caster level equals meldshaper level, cold flames only). While the fire shield is in effect, the GsW takes only half damage from fire-based attacks (or, if the attack allows a Reflex save for half damage, no damage on a successful save). Any creature striking a GsW with its body or a handheld weapon takes 1d6+ the GsW's Con bonus points of cold damage. Creatures wielding reach weapons, such as longspears, are not subject to this damage.
    Essentia: Each point of Essentia increases the damage of the fire shield by +1d6+Con bonus.

    Restless Warrior undead
    Chakras: Hand, Feet, Crown
    Proficient in all exotic weapons.

    Hand:
    Wasting Touch, touch attack deals 1d6 negative energy damage.
    Essentia: +1d6/ep

    Feet:
    Unrelenting March, freedom of movement

    Crown:
    Horrors of History, gaze attack deals 1d4 Cha damage and target becomes "slowed" for one round.


    Non-undead Soulmelds

    Apparition Ribbon
    Bloodwar Gauntlets
    Bluesteel Bracers
    Cerulean Sandals
    Crystal Helm
    Dissolving Spittle
    Fellmist Robe
    Keeneye Lenses
    Mage's Spectacles
    Planar Ward
    Sighting Gloves
    Strongheart Vest
    Last edited by LairdMaon; 2018-03-16 at 01:53 PM.

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    Default Re: Gravesoul Warrior (PEACH)

    Hope this helps.
    Quote Originally Posted by LairdMaon View Post
    Level BaB Fort Ref Will Special Soulmelds Essentia Chakra Binds
    1st +1 Grave Gate, Tomb-Tainted Soul 2 1 0
    2nd +2 Chakra Bind(Hand),Vitality of Undeath, Necrocarnum Acolyte 3 2 1
    3rd +3 Chanel Undeath 3 2 1
    4th +4 Bonus Feat 4 3 1
    5th +5 Chakra Binds (Crowns, Feet) 4 3 1
    6th +6/+1 Devourer's Boon - +1 capacity 4 4 2
    7th +7/+2 5 5 2
    8th +8/+3 Bonus Feat 5 5 2
    9th +9/+4 Chakra Binds (Arms, Brow, Shoulder) 6 7 3
    10th +10/+5 6 7 3
    11th +11/+6/+1 6 8 3
    12th +12/+7/+2 Devourer's Boon - +1 capacity, Bonus Feat 6 9 3
    13th +13/+8/+3 Chakra Binds (Throat, Waist) 7 10 3
    14th +14/+9/+4 7 11 4
    15th +15/+10/+5 7 12 4
    16th +16/+11/+6/+1 Bonus Feat 8 13 4
    17th +17/+12/+7/+2 Chakra Bind (Heart) 8 14 4
    18th +18/+13/+8/+3 Devourer's Boon - +1 capacity 8 16 5
    19th +19/+14/+9/+4 9 18 5
    20th +20/+15/+10/+5 Undead Scion 9 20 5
    Helpful link.

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    Default Re: Gravesoul Warrior (PEACH)

    Absolutely that helps! Many thanks!

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    Default Re: Gravesoul Warrior (PEACH)

    Whoops! I was a bit late on the draw there.

    Here's a template for Soulmelds:

    Cool Soulmeld Name
    Chakras: List them all!
    Basic fluff and description. Wow! Awesome!
    Description of what the Soulmeld gives you without Essentia or binding it to a Chakra
    Essentia: What happens when you stick Essentia in there!

    Chakra #1:
    Describe how the Soulmeld's appearance changes when bound to this Chakra!
    Description of what the Soulmeld does when bound to this Chakra. Remember to say what investing Essentia does!
    Last edited by Amechra; 2014-12-17 at 01:03 AM.
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    Default Re: Gravesoul Warrior (PEACH)

    LOL! I'm getting better support than I could have hoped for!

    Updated first and second postings coming up soon!

    Updates done! Thank you Amechra and WyvernLord for the guidance!
    Last edited by LairdMaon; 2014-12-17 at 06:29 PM.

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    Default Re: Gravesoul Warrior (PEACH)

    Right now I'm assuming that Devourer's Boon applies to all of the Soulmelds you wrote. Is that correct?
    If it is you should add the (undead) tag to all the Soulmelds.
    Spoiler: Incoming Soulmeld PEACH
    Show

    Grave Gate
    Right now this is an untyped bonus to saves. Very strong and if you feel like taking advantage of undead feats you have to keep this melded to use them.
    Hand Chakra- Useful fear immunity is helpful and it is an easy way to gain some AC early. Though there is no medium shield. I'm assuming you mean light shield.
    Crown Chakra- Massive bag of useful immunities, Should keep you going through everything but death.
    Feet Chakra- Very situational, but this is Incarnum, abilities like this are it's strong point. Now the only thing you have to worry about in the desert is heatstroke.
    Arm Chakra- Being incorporeal is useful, this might not be a must bind but it is extremely potent.
    Brow Chakra- To make full use of this you really need to have a good Wisdom or invest a lot of Essentia. Fortunately this is Incarnum, invest when you need it. Though this probably isn't the best of the Chakra's for this meld.
    Shoulder Chakra- Regeneration is powerful and usually has at least one weakness. I don't know if per hour regeneration is a big enough drawback that it can get away with not having a weakness. My suggestion is changing it to regeneration x/Positive Energy. Fairly rare and fits the theme.
    Throat Chakra- Take when going to the elemental plane of fire.
    Waist Chakra- Are other undead bullying you. Take this and laugh as you slaughter them. More immunity options.
    Heart Chakra- This ability unlocks some combo's with other binds which I will detail later. It really isn't worth it without the full combo.

    Hunefur
    A standard skill Soulmeld, situationally useful.
    Crown Chakra- Knowing every language is useful when you need it.
    Brow Chakra- There is a reason that blindsight is considered the best form of vision, outside of some even rarer ones.
    Shoulder Chakra- And here is the best soulbind in your class. If you can take this you should take this. It doesn't matter what your planned build is. This bind double your effective health all by itself. This thing could get nerfed in several ways and still be top tier.
    Heart Chakra- Fast Healing is useful but with another meld granting fast healing without needing a bind, I'd rather grab the shoulder Chakra.

    More to come.
    Last edited by WyvernLord; 2014-12-17 at 01:39 PM.

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    Default Re: Gravesoul Warrior (PEACH)

    Any thoughts on what typing might for these bonuses?
    Incarnum seems to favor insight.

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    Default Re: Gravesoul Warrior (PEACH)

    Insight or Profane would be the most appropriate.
    Spoiler: MOAR PEACH
    Show

    Wight Eyes
    Darkvision is a pretty good benefit for a Soulmeld, and Essentia gives a bonus to some good skills.
    Brow Chakra- Lifesense is one of the most useful forms of vision. It bypasses Darkstalker by RAW, but it doesn't catch undead or constructs. So there is a trade off. Though Blindsight is much better if your DM doesn't use Darkstalker for whatever reason.
    Arm Chakra- Now I believe this is another of your top tier bind choices. Possibly the best if this is an attack action, and still a contender for a high spot if this is a standard action.

    Children of the Skull Lord
    One of the best benefits for a Soulmeld Pounce is one of the most sought after abilities for melee characters. And the bonus mobility is never something to sneer at as a melee character.
    Feet Chakra- A Bonus to damage on a charge look at that synergy.
    Shoulder Chakra- Low damage close range AoE. What happens to you when you explode, you said you reform at the beginning but what happens in the meantime.

    Blaspheme
    Erratic charge is occasionally useful. If you feel like building an Ubercharger this is one of the better ones to take.
    Feet Chakra- Bonus move speed never hurt anybody.
    Arms Chakra- On-hit daze and Essentia for Strength damage. Extremely useful, probably top tier.

    Blackskate
    No breathing means no worries about drowning or poison gas attacks.
    Feet Chakra- Swim speed, I think this Soulmeld is for aquatic environments.
    Crown Chakra- Tracking a reason to get this Soulmeld outside of swimming around.
    Arms Chakra- A good rage. Charge in, rage, kill everything again.

    Forlorn Husk
    Bite as a secondary attack. Good early Soulmeld.
    Hand Chakra- This ability makes this one of the best early binds. Can synergize with the Grave Gate Heart bind.

    Sanguinous Drinker
    Better Soulmeld bonus then Hunefur as it gives the same amount of bonus but to more skills.
    Hand Chakra- Grease is one of the better spells to get, and self immunity more then makes up for the ground only limitation.
    Waist Chakra- Con Damage for temp hit points on-hit, and synergizes well with Grave Gate (heart) as well.
    More to come. Geez you made a lot of these.

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    smile Re: Gravesoul Warrior (PEACH)

    I only made, what, 23?
    I'm sure I could have created more... I mean, Devourer's Boon came from an attempt to base a soulmeld on the Devourer. I just couldn't make it work, so I decided to make it a class feature instead. I think it fits the flavor and the crunch pretty awesomely well!

    Should...

    Should I make more? Tee hee!

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    Default Re: Gravesoul Warrior (PEACH)

    As my old Scout leader said, "if you think you have enough wood, you need three times as much."

    Same thing, but with Soulmelds.
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    Default Re: Gravesoul Warrior (PEACH)

    Amechra, you are too cruel!
    I don't think I can come up with that many undead in the first place!

    69 soulmelds... GUH!

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    A rule of thumb I use when setting up options for characters is that there should be at least three times as many options as a single character could take. In other words, if your class allows 9 soulmelds, then you need to give them an absolute minimum of 27 options, with the more the better.
    Last edited by Alabenson; 2014-12-18 at 12:40 AM.
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    Default Re: Gravesoul Warrior (PEACH)

    Regarding bonus types: Insight, insight for all of them. Every other bonus-granting soulmeld provides insight bonus.

    Also, props to you for making undead meldshaping that isn't necrocarnum. Is the fluff that they drawn on the anti-souls of undead?

    ETA: If you're adding melds, a guideline: the classes in MoI have between four and eight options for each chakra (with some soulmelds having two chakra options), with most falling around five or six. Incarnates have 46 soulmelds, Totemists have 39, and Soulborns have 35 (these totals do not include the Draconic melds, and I may have miscounted with the Soulborn). Don't be afraid to give your class some melds from MoI, but try to stick to the more flavor-generic ones, like Soulspark Familiar Strongheart Vest.
    Last edited by Extra Anchovies; 2014-12-18 at 12:52 AM.
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    Default Re: Gravesoul Warrior (PEACH)

    In a fashion you are correct, Anchovies.

    Undeath servers the ties between the body and soul. It just so happens that the very magics that animate the body cause the soul to sympathize. The soul takes on the traits of the walking corpse.
    A vast store of this twisted soulstuff exists far from the grasp of even the most studious Incarnate. After all, the undead dreadfully outnumber the living.

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    Default Re: Gravesoul Warrior (PEACH)

    Remember, they should have all the Necrocarnum soulmelds on their list; counting homebrew ones, that's about 10 ~ 11 Soulmelds right there.
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    Default Re: Gravesoul Warrior (PEACH)

    I managed to pilfer a total of 18 soulmelds from MoI that I thought fit well enough. That includes the 6 necrocarnum choices.

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    Quote Originally Posted by segtrfyhtfgj View Post
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    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

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    Default Re: Gravesoul Warrior (PEACH)

    So you decided to go with Necrocarnum? Hm. I'm not a fan of its inclusion, because Necrocarnum still uses living souls. I see this class as sort of like the Totemist but for Undead. Makes me want to make an Aberration-based meldshaper... actually, I think there's already one in the Base Class Contest thread.
    Please use they/them/theirs when referring to me in the third person.
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    Default Re: Gravesoul Warrior (PEACH)

    A quick fluff note can have them powering them with Undead souls.
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    Default Re: Gravesoul Warrior (PEACH)

    While I see your point, and it's a good one indeed, I see the necrocarnum as an option for less than good characters. Evil will be evil. Evil will look for every advantage, even going so far as to BE the force twisting, torturing and perverting soulstuff as apposed to merely making use of already corrupted resources. While a GsW has his connection to undead incarnum, he is not barred from other soulmelds.

    Funny thing. Even as I defend it, I think about the soulmelds I've created and realize I did not even once concern myself with necrocarnum. I am left wondering if I'll actually include it in the final incarnation of this class...


    On a side note,
    I'm keeping an open mind on a better name for the Gravesoul Warrior. I feel that there is something more... Engaging? I just can't figure it out. I'd happily consider any ideas anyone might have!

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    Default Re: Gravesoul Warrior (PEACH)

    Wow. I just looked at my own defense of the inclusion of necrocarnum in this class. Is it just me or is that defense pretty awesomely weak?

    I'm taking necrocarnum out of the class. If an individual character wants it that much, it's in MoI.

    Gravesoul Warrior isn't alignment restricted. Neither are it's soulmelds. I love the idea of LG GsW, wearing a handful of undead soulmelds, trying to explain himself to the local priest, magistrate and the mob of villagers carrying torches.
    "I swear I'm a good guy!"

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    Default Re: Gravesoul Warrior (PEACH)

    Several updates done. Added two more soulmelds. Typed bonuses.

    I'm both happy and nervous about this class, lol

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    Default Re: Gravesoul Warrior (PEACH)

    What kind of bonus feats are available for this class?

    I also notice that you have a lot of dead levels - levels where the class don't have any class features. Maybe redistribute some of the features so they cover dead levels instead of doubling up?

    Unlike other meldshaping classes, this class gains no special meta-meld features. Totemist gets extra benefits from its totem chakra (double binding and rebinding), and Incarnate gets rapid meldshaping. (Soulborn doesn't get anything of the sort, but then, Soulborn sucks.) Was that intentional?

    What does Tomb-Tainted Soul do?

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    Default Re: Gravesoul Warrior (PEACH)

    In order:


    Bonus feats - Fighter and Incarnum feats work.

    Dead levels - I can spread stuff out a bit better. I don't see much need to add more features at this point, heh.

    Meta-melds - Not really intentional, but accepted. I'm not aiming to make this class too powerful.

    Tomb tainted soul - negative energy heals / positive energy hurts

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    Default Re: Gravesoul Warrior (PEACH)

    Makes sense. So far it looks basically like "Totemist base, but different soulmelds, plus some undead-themed buffs and some bonus feats". If Totemist is your baseline, then adding the stuff you've added and changing the stuff you've changed should indeed level out at high Tier 3. (As opposed to... medium Tier 3.)

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    Default Re: Gravesoul Warrior (PEACH)

    Then I have achieved my goal!

    Still thinking about spreading out the class features...

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    Default Re: Gravesoul Warrior (PEACH)

    This is cool. Incarnum is a rough row to hoe. Especially as your first homebrew! So I respect that courage. First, let me help you out a bit with that formatting.

    Quote Originally Posted by Suggested Formatting Part 1
    Gravesoul Warrior
    [IMG]Just a suggestion, but I just started adding a pic and a URL to that pic's source in my classes.[/IMG]
    "Insert a cool quote here?"
    Make sure to cite that cool quote!

    <Insert a brief bit of fluff about the class here.>

    Hit Die
    d8

    Class Skills
    The Gravesoul Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language, Spot (Wis), Swim (Str), and Tumble (Dex).

    Skill Points at Each Additional Level
    4 + Int modifier.

    <Class Table Goes Here>

    Class Features
    All the following are class features of the Gravesoul Warrior base class.

    Weapon and Armor Proficiency:
    Gravesoul Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
    This should make it a little easier to filter with your eyes and be slightly more in line with 3.5's terminology.

    Secondly, I'd follow a similar format with your class features...

    Quote Originally Posted by Suggested Formation Part 2
    Undead Scion (Su):
    At 20th level, you gain the ability to make your body a conduit for profane energies. This greatly empowers all of your soulmelds. For the duration of this ability, all of your soulmelds are filled to capacity with essentia. In addition, for this ability's duration, all bonuses that would not normally stack, do.

    Activating this ability is a free action that does not provoke attacks of opportunity. It can be used three times per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1).
    Thirdly, I've got a few critiquing comments.

    This class feels like an undead totemist, as some have pointed out. But its capstone is far more powerful than the Totemist's. I'd also point out that it would be the only full meldshaper with full BAB (I think). Which is a huge buff.

    I think that 4+Int skill points is an appropriate number, but I think it could benefit from having a few more class skills if you stick with that number. Possibly look at the Bone Knight (Five Nations) class for inspiration on what skills you should add.

    I'd probably add a table for essentia capacity and a section for meldshaping/chakra binds, for clarity.

    As for the levels at which the Gravesoul Warrior can use its chakras, they seem to line up with Totemist. Which I think is the right choice.

    Quote Originally Posted by LairdMaon View Post
    Should...

    Should I make more? Tee hee!
    A totemist usually has between five and seven soulmelds by slot. You can go in depth here.

    Quote Originally Posted by Extra Anchovies View Post
    Regarding bonus types: Insight, insight for all of them. Every other bonus-granting soulmeld provides insight bonus.
    I was leaning towards Profane, because it sounded cool. But EA is in my book as my leading expert on both Incarnum and all things undead. I would trust every word that comes out of this fishy mouth on this matter.

    Quote Originally Posted by LairdMaon View Post
    Bonus feats - Fighter and Incarnum feats work.
    I would probably choose a single category of feats to open bonus feats to and to be honest, in terms of balance, I don't think [Incarnum] feats should be one of them. They're already benefiting from being a full-shaper. I would recommend [Vile] or [Aberrant] feats.

    Quote Originally Posted by LairdMaon View Post
    Dead levels - I can spread stuff out a bit better. I don't see much need to add more features at this point, heh.
    Totemist has six dead levels (4th, 7th, 10th, 13th, 18th, and 19th). But since it is a full-shaper class, these are cushioned by getting new melds and more essentia. I'd say you can operate under the same assumption.
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    smile Re: Gravesoul Warrior (PEACH)

    I get what you're saying, LP. I dig the format updates you have put out and I'll adopt them tonight.

    Vile or aberrant feats, interesting. I'll look them over.
    Perhaps let the player choose one class of feats, even? Nah.

    Making more melds may be a challenge. But then, so was making this homebrew, so I think I can do it.

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    Quote Originally Posted by LairdMaon View Post
    I get what you're saying, LP. I dig the format updates you have put out and I'll adopt them tonight.
    It's a cool class and once it's visually polished up, everyone can really dig into it. If you need help with wording, I'm more than happy to help.

    But I think my recommendations are:
    • Full BAB might be too much, consider three-quarters BAB.
    • Make sure you stay on-par with a Totemist as your "benchmark".
    • You'll need more class skills. If you don't want more, I'd take your skills down to 2+Int. (Which I don't like.)
    • The capstone is really powerful and probably needs to be nerfed. I'd at least make it 1/day.

    Quote Originally Posted by LairdMaon View Post
    Vile or aberrant feats, interesting. I'll look them over.
    Perhaps let the player choose one class of feats, even? Nah.
    You could go the way of the Warblade and provide a few handpicked feats to choose from. I'd recommend providing a list of feats equal to around 1.5x the number of bonus feats the class gets.

    Quote Originally Posted by LairdMaon View Post
    Making more melds may be a challenge. But then, so was making this homebrew, so I think I can do it.
    That is a huge undertaking. But remember you can have the class share some soulmelds with other classes. They already do that in a couple instances.

    I've made a decent amount of homebrew, but not nearly as much as others. My latest was my Hexblade, which is probably my best formatting example and one of my more solid classes. Feel free to poach any formatting you'd like from it.
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