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Old 07-25-2011, 05:20 PM   Top  -  End  -  #1
Circle of Life
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Default The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

The Soul Blade



Hit Dice: d10
Starting Age: Simple
Starting Gold: 5d4x10

Class Skills
The Soul Blade's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownManeuvers ReadiedStances KnownEssentiaChakra Binds
1st
+0
+0
+0
+2
Imbue Weapon
4
4
1
2
0
2nd
+1
+0
+0
+3
Shape Soulmeld
5
4
1
3
0
3rd
+2
+1
+1
+3
Chakra Bind (Crown)
6
4
1
4
1
4th
+3
+1
+1
+4
Rapid Recovery (1/day)
6
5
1
5
1
5th
+3
+1
+1
+4
Soul Strike (1/day)
7
5
1
6
1
6th
+4
+2
+2
+5
Mettle
7
5
2
7
1
7th
+5
+2
+2
+5
Shape Soulmeld, Chakra Bind (Feet, Hands)
8
5
2
8
2
8th
+6/+1
+2
+2
+6
Rapid Recovery (2/day)
8
6
2
9
2
9th
+6/+1
+3
+3
+6
Increased Maneuver Capacity
9
6
2
10
2
10th
+7/+2
+3
+3
+7
Soul Strike (2/day)
9
6
2
11
2
11th
+8/+3
+3
+3
+7
Chakra Bind (Arms, Brow)
10
6
3
12
3
12th
+9/+4
+4
+4
+8
Rapid Recovery (3/day), Shape Soulmeld
11
6
3
13
3
13th
+9/+4
+4
+4
+8
Strength of Body, Strength of Soul
12
7
3
14
3
14th
+10/+5
+4
+4
+9
Blademeld
12
7
3
15
3
15th
+11/+6/+1
+5
+5
+9
Chakra Bind (Shoulders), Soul Strike (3/day)
13
7
3
16
4
16th
+12/+7/+2
+5
+5
+10
Improved Mettle, Rapid Recovery (4/day)
14
7
4
17
4
17th
+12/+7/+2
+5
+5
+10
Shape Soulmeld
15
7
4
18
4
18th
+13/+8/+3
+6
+6
+11
Increased Maneuver Capacity
15
7
4
19
4
19th
+14/+9/+4
+6
+6
+11
Chakra Bind (Throat, Waist)
16
8
4
20
5
20th
+15/+10/+5
+6
+6
+12
Advanced Blademeld, Rapid Recovery (5/day), Soul Strike (4/day)
17
8
4
21
5

Class Features The following are all class features of the Soul Blade.

Weapon and Armor Proficiencies: Soul Blades are proficient with all simple and martial melee weapons, and with all forms of armor and shields, except tower shields.

Maneuvers: The Soul Blade starts play with 4 maneuvers known. The disciplines available to the Soul Blade are Iron Heart, Jade Throne, and Warrior's Soul.

Once the Soul Blade knows a maneuver, they must ready it before they may use it (see Maneuvers Readied, below). A maneuver used by a Soul Blade is considered an extraordinary ability unless otherwise noted in its description. A Soul Blade's maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when initiated.

A Soul Blade learns additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisites to learn it. (See page 39 of Tome of Battle to determine the highest level maneuvers you can learn.)

Upon reaching 4th level, and at every even numbered Soul Blade level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one.

If a maneuver initiated by a Soul Blade offers a saving throw, the Difficulty Class of the save is equal to 10 + maneuver level + the Soul Blade's Constitution modifier, if positive.

Maneuvers Readied: You can ready all four of the maneuvers you know at 1st level, but as you advance in level, you must choose which maneuvers to ready. You ready your maneuvers by exercising or meditating for 5 minutes. The maneuvers you choose remain readied until you decide to exercise or meditate again and change them.

You begin an encounter with all of your readied maneuvers unexpended, regardless of how many times you might have already used them since your chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover all expended maneuvers with a full-round action, in which time you may also reallocate your essentia (see Essentia, below) into your maneuvers if you wish. This is different from the usual method of reallocating essentia, which does not allow you to fill your maneuvers.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline available to you. At 6th, 11th, and 16th level, you can choose an additional stance. Unlike other maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action.

Essentia: At 1st level, you gain access to your personal pool of essentia, which can be invested in your Imbue Weapon class feature, along with any soulmelds you may obtain (whether through multiclassing or the Shape Soulmeld feat), and into many maneuvers from the Warrior's Soul discipline. Your essentia pool is shown on the table above, and the essentia capacity for feats, class features, and soulmelds is given on page 19 of Magic of Incarnum. Note that the essentia investment for Warrior's Soul maneuvers varies from the standard essentia capacity, as shown on the table in the Warrior's Soul section.

Like other meldshapers, the Soul Blade may reallocate his essentia from round to round as desired by spending a swift action. Note, however, that this method of moving essentia does not allow him to allocate essentia to Warrior's Soul maneuvers.

Chakra Binds: Beginning at 3rd 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 page 50 of Magic of Incarnum), 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, as shown on the table above. At 3rd level, you can bind a soulmeld to your crown chakra. Beginning at 7th level, you can bind soulmelds to your feet or hands chakras. At 11th level, you can bind soulmelds to your arms or brow chakras. At 15th level, you can bind soulmelds to your shoulders chakra. At 19th level, you can bind soulmelds to your throat and waist chakras.

Imbue Weapon (Su): A 1st level Soul Blade can imbue a wielded melee weapon with essentia, increasing his skill with that weapon, as well as the damage dealt.

Treat the weapon as a soulmeld for determining the amount of essentia that can be invested in it. For each point of essentia in the weapon, you gain a +1 insight bonus on attack and damage rolls made with that weapon.

Shape Soulmeld: At 2nd level, and again at 7th, 12th, and 17th level, the Soul Blade gains the Shape Soulmeld feat as a bonus feat. As a Soul Blade does not naturally gain soulmelds known, this allows him to use his essentia and chakra binds as other meldshapers do. The Soul Blade may still select the Shape Soulmeld feat for his normal feat selections.

Rapid Recovery (Ex): Beginning at 4th level, a Soul Blade may drastically reduce the amount of time required to recover maneuvers. Once per day, the Soul Blade may recover his maneuvers (and allocate essentia to appropriate maneuvers, if desired) as a move action, instead of a full-round action. At 8th level, and again every 4 levels beyond that, the Soul Blade gains an additional daily use of this ability.

Soul Strike (Ex): Beginning at 5th level, a Soul Blade may allow himself to be guided by the flows of incarnum, emptying his mind of thought and simply acting. Once per day as a nonaction taken before adjudicating the effects of an initiated strike maneuver, the Soul Blade may replace the initiated maneuver with a strike maneuver from the Warrior's Soul discipline of a level no higher than the highest level maneuver available to him, regardless of whether he knows that maneuver or not, so long as it is not already readied. Upon conclusion of the swapped maneuver, the actual readied strike maneuver is expended. At 10th, 15th, and 20th level, the Soul Blade gains an additional daily use of this ability.

Mettle (Ex): A Soul Blade of 6th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Soul Blade does not gain the benefit of mettle.

Increased Maneuver Capacity (Ex): At 9th level, and again at 18th level, a Soul Blade increases the maximum amount of essentia he may invest in a Warrior's Soul maneuver by 1 point.

Strength of Body, Strength of Soul (Ex): Beginning at 13th level, a Soul Blade adds half his Constitution modifier to any spell resistance he possesses.

Blademeld: At 14th level, a Soul Blade unlocks a blademeld of his choice. Except as noted, a blademeld functions in all respects as a bound soulmeld, including taking up an available chakra bind. Once chosen, the choice of blademeld is permanent.

A blademeld 'overlaps' a wielded melee weapon, using its base statistics (reach, damage, critical threat range, and so on), but overrides all magical effects of the weapon while it is shaped except for enhancement bonuses. Assuming a weapon bound with a blademeld is the same as the weapon imbued with a Soul Blade's Imbue Weapon class feature, the essentia invested in it is counted against both the Imbue Weapon feature and any features of the blademeld at the same time.

The blademelds available to a Soul Blade are given at the bottom of this post.

Improved Mettle (Ex): At 16th level, a Soul Blade's mettle ability improves. He still takes no effect on a successful Will or Fortitude save that has the “partial” or “half” descriptor, but henceforth takes only the partial effect or half the damage on a failed save.

Advanced Blademeld: A Soul Blade of 20th level unlocks a secondary aspect of his chosen blademeld, granting him additional bonuses while the blademeld is shaped. The precise effects are given in the individual blademeld descriptions.



Blademelds:
Spoiler

Last edited by Circle of Life : 07-31-2011 at 08:17 PM.
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Old 07-25-2011, 05:21 PM   Top  -  End  -  #2
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Warrior's Soul


The Warrior's Soul discipline is available to any initiator with an essentia pool, though they must sacrifice another discipline known to them to learn maneuvers from this path.

Many of the maneuvers of the Warrior's Soul allow you to invest essentia in them. Doing so is a full-round action that does not provoke attacks of opportunity, in which you fill readied Warrior's Soul maneuvers with essentia as you wish, much like allocating essentia to soulmelds. Unlike soulmelds, however, Warrior's Soul maneuvers follow their own essentia allotment progression, as seen on the table below.

Initiator LevelMaximum Essentia
1-2 1
3-5 2
6-9 3
10-134
14-175
18-206

When a readied maneuver invested with essentia is initiated, the essentia is returned the the initiator's essentia pool, ready to be allocated as they wish, but no longer allocated to that maneuver.

Unless otherwise noted, all Warrior's Soul maneuvers are supernatural abilities.

The associated skill for this discipline is Concentration, and its associated weapons are the longsword, bastard sword, greatsword, hand axe, and greataxe.

Maneuver List

1st Level
Stance of Azure Celerity- Stance- Successful strikes while in this stance allow you to reallocate essentia instantly.
Cerulean Surge Stance- Stance – Gain an additional point of essentia as long as you maintain this stance.
Cobalt Strength - Boost- Melee attacks deal +1 damage/IL until end of turn, and an additional +1d4 damage for each point of essentia invested into this boost.
Incarnum Lock- Strike- Melee attack locks foe's essentia in place for a period, unable to be reallocated.
Indigo Shield- Counter- Gain a deflection bonus against one attack equal to essentia invested in this counter.
Soul Strike- Strike- Melee attack deals +1d6 damage; gain extra point of essentia for duration of encounter if attack reduces foe to -1 hp or lower.
2nd Level
Echoes of the Soul- Boost- Gain blindsense out to 30 feet for one round; detect creatures with essentia pool further away.
Lash the Soul- Strike- Gain +10 ft reach with melee attack, resolve attack as touch attack if two or more essentia is invested in this maneuver.
Heartsblood Resurgence- Counter- Immediately reallocate essentia when taking damage, gain DR/- based on reallocated essentia.
Cobalt Mauling Strike – Strike – Ignore DR equal to essentia invested in this strike, deal +2d6 damage.
3rd Level
Resolute Soul Stance- Stance- Gain spell resistance based on invested essentia while in this stance.
Rising Disharmony- Strike- Successful attack deals +2d6 damage, sets up reverberations in foe's very soul that can be detonated later to deal increasing damage.
Soul Release (Blade)- Boost- Phantom copy of your weapon repeats your attacks for one round, with enhancement bonus equal to invested essentia.
Indigo Aurora- Strike- Wave of pure incarnum deals 1d6 damage per point of essentia invested in this strike to all foes within the area.
4th Level
Heartseeker Strike- Strike- Melee attack deals +4d6 damage, and you gain a bonus to your critical threat range equal to invested essentia.
Cerulean Radiance- Strike- Melee attack deals +4d6 damage, witnesses must save or be temporarily blinded.
Incarnum Leech- Strike- Melee attack deals +4d6 damage, burns away 1d4 points of essentia or wisdom for 8 hours.
Azure Lancet - Boost – Your next melee attack in the round deals +2d6 damage and stuns creatures without an essentia pool.
5th Level
Soul Siphon- Strike- Melee attack deals +6d6 damage; gain 5 points of essentia for duration of encounter if attack reduces foe to -1 hp or lower.
Cobalt Typhoon- Strike – Whirlwind of incarnum deals 8d6 damage to all creatures caught within it; size of typhoon increases with essentia investment.
Soul Release (Body) – Boost – Incarnum copy moves as you move and attacks as you attack for one round.
Indigo Riposte – Counter – Make an opposed attack roll against a physical attack with a bonus equal to invested essentia to deflect it harmlessly; shockwave of incarnum deals 1d6 damage/essentia regardless of success or failure.
6th Level
Enshackled Souls- Strike – Make a melee touch attack against a foe, then again against another within 10 feet, and another with 10 feet of the last. Touched foes use movement and actions as one creature for one round.
Soul Crush - Strike- Make Concentration check as part of a melee attack; attack deals result of the check as bonus damage and stuns for one round on a failed save.
Ravenous Soul Stance- Stance – Drain one point of essentia per round from nearby foes, added to to your own pool.
Incarnum Shell – Boost – Thin layer of incarnum provides DR/-, temporary hitpoints, and boost to physical abilities based on invested essentia for one round.
7th Level
Triple Soul Lash- Strike – Make three melee attacks at targets of your choice with one strike; attacks gain +10 ft reach, are resolved as touch attacks, and deal +1d6 damage/essentia invested in this strike.
Midnight Mirror- Counter- Gain spell resistance against one spell; reflect the spell's effects upon the caster if you successfully resist.
Incarnum Font- Boost – Gain 5 essentia until end of turn, reallocate essentia immediately.
8th Level
Soul Lance- Strike – Spectral lance pierces up to three targets in a 15 ft wide, 120 ft long line, dealing +12d6, +9d6, and +6d6 damage.
Soul Release (Complete) - Boost – Autonomous incarnum copy moves and attacks freely for one round.
Incarnum Siphon Stance- Stance- Successful melee attacks drain 1 point of essentia or deal 1 temporary wisdom damage and grant you 1 temporary essentia.
9th Level
Soul Shattering Strike- Strike- Attack deals +15d6 damage. Creatures without an essentia pool must save or die, their life energy transformed into extra essentia for you.

Last edited by Circle of Life : 07-25-2011 at 08:28 PM.
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Old 07-25-2011, 05:23 PM   Top  -  End  -  #3
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Warrior's Soul Maneuvers

1st Level
Spoiler


2nd Level
Spoiler


3rd Level
Spoiler


4th Level
Spoiler


5th Level
Spoiler


6th Level
Spoiler


7th Level
Spoiler


8th Level
Spoiler


9th Level
Spoiler

Last edited by Circle of Life : 08-01-2011 at 12:09 AM. Reason: Fixed formatting errors.
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Old 07-25-2011, 05:35 PM   Top  -  End  -  #4
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Aaaaand done editing. I think... hope... I caught all the typos.

Thoughts and/or opinions?
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Old 07-25-2011, 07:18 PM   Top  -  End  -  #5
Cardea
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Will go into detail when I'm done reading and going over numbers, but this is really interesting.
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Old 07-25-2011, 10:15 PM   Top  -  End  -  #6
enderlord99
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

This. Is. Awesome!!!
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Old 07-25-2011, 10:23 PM   Top  -  End  -  #7
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Quote:
Originally Posted by Pokemon-freak89 View Post
This. Is. Awesome!!!
I'm glad you approve.
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Old 07-25-2011, 10:39 PM   Top  -  End  -  #8
druidor
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

I'd assume that dual slot feat works for blademeld? otherwise the benefits of blademelds don't even measure up to a lot of heart or throat chakra melds, and a weapon slot is worth more than a necklace slot a lot of the time to a martial initiator (although not always) I don't know if it'd be worth using them.
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Old 07-25-2011, 10:47 PM   Top  -  End  -  #9
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

I might be a bit behind on my incarnum-fu, granted, but which melds give you deathless rage and off-list maneuver use?
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Old 07-26-2011, 12:29 AM   Top  -  End  -  #10
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Quote:
Originally Posted by Pokemon-freak89 View Post
This. Is. Awesome!!!
SEC. OND. ED.


I was going to try my hand at an incarnum using discipline a while ago, but I gave up due to lack of inspiration. Glad to see someone did one.
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Old 07-26-2011, 11:13 PM   Top  -  End  -  #11
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

If anyone with a keener eye than I for number balancing/exploit potential would care to weigh in with their opinion, I would be super grateful.
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Old 07-27-2011, 07:06 AM   Top  -  End  -  #12
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Reminds me of the incarnum-based discipline I made, though the base mechanics are quite different from it.

Under "Chakra Binds" in the class you mention Tome of Magic while it should be Magic of Incarnum.

I forgot how much essentia the incarnum classes get, but it looks to be more here from what I recall. Is that due to the need to invest in maneuvers, of which you have quite a number?
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Old 07-27-2011, 07:37 AM   Top  -  End  -  #13
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Hey, this is really cool! My only critique is that you get your third chakra bind a level before you get your third soulmeld, so it's basically a tease of a feature.

Otherwise, yeah, awesome. Glad I checked it out.

Quote:
Originally Posted by Morph Bark View Post
I forgot how much essentia the incarnum classes get, but it looks to be more here from what I recall. Is that due to the need to invest in maneuvers, of which you have quite a number?
This gets one more essentia than the Totemist and five less than the Incarnate. Considering the Totemist is the stronger of the pair (and is possibly stronger than this, too), I wouldn't worry about it too much.
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Old 07-28-2011, 03:06 PM   Top  -  End  -  #14
enderlord99
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

COME ON, PEOPLE! THIS IS AN AWESOME CLASS! COMMENT!!!

(not the OP)
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Old 07-28-2011, 03:16 PM   Top  -  End  -  #15
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

I sorta expected the lack of responses when I used Incarnum, to be honest. It's a really underappreciated sourcebook. Which is a shame, because it's also one of the best, in my opinion.
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Old 07-28-2011, 03:23 PM   Top  -  End  -  #16
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Quote:
Originally Posted by Circle of Life View Post
I sorta expected the lack of responses when I used Incarnum, to be honest. It's a really underappreciated sourcebook. Which is a shame, because it's also one of the best, in my opinion.
Incarnum is indeed a very good book. And since your name is too long, I'm gonna make up a new name for you... how does... Cruendithas Huntinghawk Fire-Thrower sound to you? Wait, that's even longer!

How about... Crumorn Pegason?

Also: Pretty good class, lad. Pretty good.
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Old 07-28-2011, 06:17 PM   Top  -  End  -  #17
Zarthrax
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Hmmmmmmmmm, I do like the class and the discipline lots, but I think we could do a bit better in terms of discipline customization for the class to make it a little bit different from the other homebrew class that does maneuvers and incarnum (The Demented One's Soul Disciple).


How about dropping Iron Heart, to leave that solely to Warblades and the like, and having the last discipline be chosen for you based on your race?

I'll start with a few pairings.

Elf: Dancing Leaf Discipline
Human: Any one discipline that isn't class-specific
Half-Orc: Army of One
Dwarf: Stone Dragon
Half Elf: Scarlet Bravura
Gnome: Shadow Hand
Halfling: Setting Sun

Eberron-
Shifter: Tiger Claw
Kalashtar: Sleeping Goddess
Warforged: Jade Throne
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Old 07-28-2011, 08:53 PM   Top  -  End  -  #18
gkathellar
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

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Hmmmmmmmmm, I do like the class and the discipline lots, but I think we could do a bit better in terms of discipline customization for the class to make it a little bit different from the other homebrew class that does maneuvers and incarnum (The Demented One's Soul Disciple).


How about dropping Iron Heart, to leave that solely to Warblades and the like, and having the last discipline be chosen for you based on your race?

I'll start with a few pairings.

Elf: Dancing Leaf Discipline
Human: Any one discipline that isn't class-specific
Half-Orc: Army of One
Dwarf: Stone Dragon
Half Elf: Scarlet Bravura
Gnome: Shadow Hand
Halfling: Setting Sun

Eberron-
Shifter: Tiger Claw
Kalashtar: Sleeping Goddess
Warforged: Jade Throne
I'd say it's different enough from the Soul Disciple that I wouldn't feel weird about using them together (although I'd probably actually use this in favor of the Soul Disciple).

I hate hate hate the racial discipline idea. It doesn't fit with the existing class abilities at all, and race in general is a matter for PrCs, feats and substitution levels to deal with — not the core design of base classes. Ever.
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Old 07-28-2011, 11:06 PM   Top  -  End  -  #19
Zarthrax
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

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Originally Posted by gkathellar View Post
I'd say it's different enough from the Soul Disciple that I wouldn't feel weird about using them together (although I'd probably actually use this in favor of the Soul Disciple).

I hate hate hate the racial discipline idea. It doesn't fit with the existing class abilities at all, and race in general is a matter for PrCs, feats and substitution levels to deal with — not the core design of base classes. Ever.
-shrug- Still, better than giving them their own special discipline as well as the only reason to take Warblade levels.

Besides, the only reason I suggest that is while all three disciplines are focused on excellence in battle, my idea would give the class some added variation.

Of course, since you favor substitution levels, then basically each of those pairings is a 1st level substitution for that race, with no other changes. Boom, done.
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Old 07-29-2011, 06:00 AM   Top  -  End  -  #20
gkathellar
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Iron Heart is hardly "the only reason to take warblade levels."
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Old 07-29-2011, 11:32 PM   Top  -  End  -  #21
Zarthrax
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

Granted, but you wouldn't hand 'em Devoted Spirit either, is what I'm trying to get across.

Instead of handing out a class-specific discipline, why not do it racially instead for the last one?

I mean, for most of the standard races, the choices are either pretty obvious or close enough where you could make an argument to your DM either way.
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Old 07-30-2011, 06:30 AM   Top  -  End  -  #22
gkathellar
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

I wouldn't hand them Devoted Spirit because it's not appropriate to this class as I see it. If I perceived the fluff as more Soul Disciple-esque, I would do it hands down.

A solution along those lines pigeonholes races even more than they're supposed to be pigeonholed. One of the reasons substitution levels exist is so that you, the player, can make a choice to fit into your race's archetypes. If every Soul Blade has a discipline based on their race, every Soul Blade is pigeonholed by their race.

And I'm still not seeing how giving disciplines by race has anything to do with this class or its concept. The Soul Blade is a tough guy who fuses spiritual energy with his sword. That's about it!
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Old 07-30-2011, 07:01 AM   Top  -  End  -  #23
Circle of Life
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Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

The above sums up my feelings on the matter pretty well. I do think racial substitution disciplines are a good idea - as racial substitution levels for different classes. Defaulting to them is like saying "Well, you're an elf, so you automatically specialize as an enchanter. He's a gnome, so he automatically specializes as an illusionist" and so on. Choices like that are supposed to be optional, not obligatory.
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