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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

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|Essentia|Chakra 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
    [/table]

    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
    Show
    Azure Reverie:
    Spoiler
    Show
    While the Azure Reverie blademeld is bound to your weapon, you gain immunity to effects that would forcibly alter your emotions, including fear and rage effects. In addition, you gain a bonus to Will saves equal to the essentia invested in this blademeld, and you may use spell immunity as a supernatural ability once per encounter, except that the duration is 1 minute, you may select spells of up to 5th level, and you may select one spell per point of essentia invested in this blademeld.

    Advanced Blademeld: While the Azure Reverie blademeld is bound to your weapon, you gain spell resistance equal to 15+Soul Blade level, and you may use perfect spell immunity as a supernatural ability once per encounter. Perfect spell immunity functions like the spell immunity ability of the normal blademeld, except that you may choose up to 9th level spells.


    Cobalt Fury:
    Spoiler
    Show
    While the Cobalt Fury blademeld is bound to your weapon, you gain the ability to enter a state of rage identical to that of a Barbarian of a level equal to your Soul Blade level once per encounter, with the notable exception that you may still initiate maneuvers while raging. In addition, you deal bonus damage with all attacks equal to three times the essentia invested in this blademeld.

    Advanced Blademeld: At your discretion, you may enter a Deathless Rage (as the Frenzied Berserker ability of the same name) instead of a normal rage when using the granted ability of this blademeld.


    Indigo Savant:
    Spoiler
    Show
    While the Indigo Savant blademeld is bound to your weapon, you gain an insight bonus on all skill checks equal to twice the invested essentia, and may ready additional maneuvers equal to the invested essentia. Should you move essentia from this blademeld, an equal number of readied maneuvers of your choice are immediately expended and removed from your list of readied maneuvers.

    Advanced Blademeld:Once per encounter, you may initiate any maneuver of a school available to you, regardless of whether you know that maneuver or not, without expending a readied maneuver. This ability refreshes whenever you perform a full-round action to recover maneuvers (but not when you use your Rapid Recovery ability).
    Last edited by Circle of Life; 2011-07-31 at 08:17 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
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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.

    {table=head]Initiator Level|Maximum Essentia
    1-2| 1
    3-5| 2
    6-9| 3
    10-13|4
    14-17|5
    18-20|6[/table]

    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; 2011-07-25 at 08:28 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

    Warrior's Soul Maneuvers

    1st Level
    Spoiler
    Show

    Stance of Azure Celerity
    Warrior's Soul (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    A Warrior's Soul disciple quickly learns how to shift his inner energies about with great speed.

    While in the Stance of Azure Celerity, whenever the Initiator successfully hits with a strike maneuver, he may reallocate his essentia as a free action.

    Incarnum Lock
    Warrior's Soul (Strike)
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee Attack
    Duration: One round

    Just as veins and arteries can be pinched or cut, so too can the flow of incarnum be disrupted.

    If the target of this strike fails a Will save, any essentia it has currently allocated is frozen in place, unable to be redistributed for 1 round/3 IL. If 'frozen' essentia would be forcibly moved (such as by initiating a Warrior's Soul maneuver with essentia already invested in it) it is returned to the essentia pool, but may not be invested in soulmelds, feats, abilities, or maneuvers.

    Cobalt Strength
    Warrior's Soul (Boost)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One round

    Soul meets body, body meets blade. The three are as one to a disciple of the Warrior's Soul.

    When this maneuver is initiated, all of the Initator's melee attacks in the round deal an additional +1 damage/IL (max of +5 damage), plus an additional 1d4 damage per point of essentia invested in this maneuver.

    Soul Strike
    Warrior's Soul (Strike)
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Encounter

    Wreathing his weapon in roiling flames of incarnum, the Initiator plunges it towards his foe's heart. As the blade sinks deep, he feels his own reserves of power increasing.

    As part of this maneuver, you make a single melee attack that deals +1d6 damage. In addition, if this attack reduces your target to -1 hp or lower, you gain an extra point of essentia for the duration of the encounter.

    Indigo Shield
    Warrior's Soul (Counter)
    Level: 1
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    Calling upon the strength of the souls flowing through his body, the disciple forms a semisolid barrier of incarnum around him, which persists just long enough to turn aside a single blow.

    You may only activate this maneuver in response to an attack or ability that requires an attack roll that is directed at you. You gain a +1 deflection bonus to AC against that attack. This deflection bonus increases by 1 for each point of essentia invested in this maneuver.

    Cerulean Surge Stance
    Warrior's Soul (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Opening the floodgate between soul and body, the disciple feels a rush of power that somehow, he always knew he possessed.

    While in the Cerulean Surge Stance, the Initiator increases his essentia pool by 1 point.


    2nd Level
    Spoiler
    Show

    Echoes of the Soul
    Warrior's Soul (Boost)
    Level: 2
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One round

    The sound of a beating heart is loud to one with keen senses, yet even the darkest soul can make itself twice as obvious to one who knows what to look for.

    When this maneuver is initiated, the disciple gains blindsense out to 30 feet for one round. In addition, he gains an enhanced form of blindsense out to 60 feet against creatures with an essentia pool – instead of total concealment, creatures that he detects in this way have only basic (20%) concealment against his attacks.

    Lash the Soul
    Warrior's Soul (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee attack +10 feet
    Target: One creature
    Duration: Instant

    Those who walk the path of the Warrior's Soul learn to twist flows of incarnum about their weapons, creating wicked lashes of spirtual energy.

    As part of this maneuver, the disciple makes a single melee attack with an extra 10 feet of reach against a creature within range. If two or more points of essentia were invested in this maneuver, this attack is resolved as a touch attack.

    Heartsblood Resurgence
    Warrior's Soul (Counter)
    Level: 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instant

    While the body oft serves as a shield for the soul, sometimes the soul must shield the body.

    You may only activate this maneuver when you would take physical damage. As part of this maneuver, you first reallocate your essentia, either removing it from soulmelds, weapon binds, feats, etc., and adding it to your essentia pool, or from your pool into appropriate receptacles, but not between receptacles. For each point of essentia reallocated in this fashion, you gain DR 1/- against the attack.

    Cobalt Mauling Strike
    Warrior's Soul (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Instant

    Blade radiating an inner blue light, the disciple cleaves downward, shearing through supernaturally thick hide as easily as paper.

    As part of this maneuver, the Initiator makes a single melee attack that deals +2d6 damage. In addition, this attack ignores a number of points of damage reduction equal to twice the amount of essentia invested in the maneuver.


    3rd Level
    Spoiler
    Show

    Resolute Soul Stance
    Warrior's Soul (Stance)
    Level: 3
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    With enough strength of spirit, a disciple of the Warrior's Soul path can turn aside magicks that might overcome their mind or body.

    While in this stance, the Initiator gains spell resistance equal to 4 times the amount of essentia invested in the stance.

    Rising Disharmony
    Warrior's Soul (Strike)
    Level: 3
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Instant

    Adapting techniques first learned by the warrior monks of the Far East temples, disciples of the Warrior's Soul path learn to set up reverberations within a foe with a simple thrust of a blade – not in their body, but their very souls.

    As part of this maneuver, you first make a melee attack that deals +2d6 damage. If it hits, the attack begins a chain reaction within your foe's life force, beginning a chain reaction of dissonant ripples. Each round (maximum of 6 rounds, starting with the round in which the attack was made) the ripples build in strength. At will, the Initiator can cause the ripples to reach a climax, dealing 1d6 untyped damage for each round they built in strength (maximum of 6d6 untyped damage). The ripples can be triggered at any point within an hour of being set up, but no creature can be the subject of more than one instance of this maneuver – using Rising Disharmony again on a creature already affected by it simply resets the damage count.

    Soul Release (Blade)
    Warrior's Soul (Boost)
    Level: 3
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    All things leave an impression – an echo of their substance – on the world. A disciple of the Warrior's Soul way can mimic this impression with incarnum, creating a spectral copy of their weapon. However ethereal in substance, the wounds left by this copied weapon are no less real.

    Upon initiating this maneuver, the disciple creates an incarnum copy of a wielded melee weapon, which floats alongside the real weapon. For one round, whenever the disciple makes an attack with the copied weapon, the incarnum copy attacks as well, using the same attack bonus and damage roll, though it does not add any strength bonus to the damage dealt. Additional damage from sources other than properties inherent to the weapon (such as a maneuver, or temporary spells) are not applied by the incarnum copy.

    For each point of essentia invested in this maneuver, the incarnum copy gains a +1 enhancement bonus to attack and damage rolls, in addition to any enhancement bonuses the copied weapon may possess.

    Indigo Aurora
    Warrior's Soul (Strike)
    Level: 3
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 standard action
    Range: 30 foot cone
    Duration: Instant
    Saving Throw: None

    Swinging his blade in a wide arc, the disciple releases a wave of purple-blue energy, which rapidly expands to engulf all that stands before him.

    As part of this maneuver, the disciple makes a single melee attack roll, applied to all creatures in the area of the cone. Any creature that would be hit by this attack roll takes base weapon damage (including enhancement bonuses to damage, but not strength, power attack, etc., bonuses to damage) plus an additional 1d6 damage per point of essentia invested in this maneuver.


    4th Level
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    Heartseeker Strike
    Warrior's Soul (Strike)
    Level: 4
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Instant

    Guided by the souls of a hundred warriors, the disciple cannot help but strike true.

    As part of this maneuver, you make a single melee attack that deals +4d6 damage. In addition, you gain a bonus to your critical threat range equal to the amount of essentia invested in this maneuver.

    Cerulean Radiance
    Warrior's Soul (Strike)
    Level: 4
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Instant, 1d4 rounds
    Saving Throw: Will negates (see text)

    Imbuing his weapon with the light of a thousand souls, the disciple brings it to bear against his foe. Those who oppose him cannot help but have their eyes drawn to the light, now blindingly bright, as the disciple prepares to strike home.

    As part of this maneuver, the disciple makes a single melee attack that deals +4d6 damage. In addition, all foes within 60 feet of the disciple must succeed on a Will save or be blinded for 1d4 rounds. Even on a successful save, foes are still dazzled for one round. Sightless creatures are immune to this secondary aspect of the maneuver, while light sensitive creatures take a -2 penalty on the save.

    Incarnum Leech
    Warrior's Soul (Strike)
    Level: 4
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 8 hours

    A disciple of the Warrior's Soul path knows how to strike not only at the body, but also and the mind and soul.

    As part of this maneuver, the disciple makes a single melee attack that deals +4d6 damage. If he hits, his target must succeed on a Will save or lose 1d4 essentia for 8 hours. If the target does not have an essentia pool, they instead take 1d4 Wisdom damage.

    Azure Lancet
    Warrior's Soul (Boost)
    Level: 4
    Prerequisites: One Warrior's Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Duration: One round or until discharged
    Saving Throw: Fortitude negates

    Channeling the raw power of incarnum through his weapon, the disciple prepares to deliver a devastating blow.

    Initiating this maneuver causes your next melee attack made in the round to deal an additional 2d6 points of damage. In addition, if you strike a foe without an essentia pool, they must succeed on a Fortitude save or be stunned for one round.


    5th Level
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    Soul Siphon
    Warrior's Soul (Strike)
    Level: 5
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Encounter

    As part of this maneuver, you make a single melee attack that deals +6d6 damage. In addition, if this attack reduces your target to -1 hp or lower, you gain 5 extra points of essentia for the duration of the encounter.

    Cobalt Typhoon
    Warrior's Soul (Strike)
    Level: 5
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Range: Centered on you
    Area: 30 ft tall cylinder; width varies
    Duration: Instant
    Saving Throw: Reflex half

    Calling up a storm of incarnum around himself, the disciple whips his hands about in opposite directions. At once, the incarnum storm begins whirling about in a swiftly raging typhoon.

    When you initiate this maneuver, all creatures within 5 feet of you take 8d6 untyped damage. A successful Reflex save halves this damage. For each point of essentia invested in this maneuver, this maneuver's area of effect increases by 5 feet in each direction.

    Soul Release (Body)
    Warrior's Soul (Boost)
    Level: 5
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One turn

    All things leave an impression – an echo of their substance – on the world, even the disciple himself. A disciple of the Warrior's Soul way can mimic this impression with incarnum, creating a spectral copy of himself, albeit for a short time.

    When you initiate this maneuver, you create a precise incarnum duplicate of yourself in an adjacent square. The copy moves as you move – in fact, must move the same distance you move, though not in the same direction – and attacks when you attack, provided there is a foe within range for it to attack.

    The incarnum copy cannot initiate maneuvers or benefit from magic items that only affect you, but attacks with an exact copy of your weapon (including enhancement bonuses and enchantments). For each point of essentia invested in this maneuver, the incarnum copy's attacks gain a +1 enhancement bonus to attack and damage rolls (stacking with other enhancement bonuses).

    Indigo Riposte
    Warrior's Soul (Counter)
    Level: 5
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Duration: Instant

    A flash of blue-tinged steel, then an explosion of incarnum – that is all an unwary attacker sees before his life is snuffed out by the Indigo Riposte.

    This maneuver can only be initiated when you are the target of a melee attack. Make an opposed attack roll at your highest attack bonus with a bonus equal to the amount of essentia invested in this maneuver. If your attack roll surpasses that of the attack directed at you, it is deflected to no effect. Regardless, your attacker suffers 1d6 untyped damage per point of invested essentia as the incarnum lacing your weapon explodes in a retributive blast.


    6th Level
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    Enshackled Souls
    Warrior's Soul (Strike)
    Level: 6
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: Three creatures (see text)
    Duration: 1 round

    The ties that bind the soul to the mind and body are like so many intricate threads. With just the right touch, a disciple can pull on these threads, hopelessly jumbling them together.

    As part of this maneuver, the disciple makes a melee touch attack against a foe. If he is successful, he then makes a second melee touch attack against another foe within 10 feet of the first. If this second touch attack succeeds, he then makes one final touch attack against another foe within 10 feet of the second target.

    Each touched foe is bound together with the others until the start of the disciple's next turn. Actions used by one are counted against the total actions allowed against any member of the group (generally one swift, one move, and one standard action, unless the creatures have abilities that grant all of them additional actions). In essence, when one of the bonded creatures uses an action, that action is consumed for all of the bonded creatures for the round.

    Soul Crush
    Warrior's Soul (Strike)
    Level: 6
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Instant and 1 round

    As part of this maneuver, make a concentration check and a single melee attack. If the attack hits, it deals bonus damage equal to the result of the concentration check, and your target must succeed on a Will save or be stunned for one round.

    Ravenous Soul Stance
    Warrior's Soul (Stance)
    Level: 6
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While you maintain the Ravenous Soul Stance, any creature with an essentia pool that ends its turn within 30 feet of you loses 1 point of essentia each round, while you gain 1 point of essentia. Drained essentia returns to its owner ten minutes after leaving the area of effect.

    Incarnum Shell
    Warrior's Soul (Boost)
    Level: 6
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One turn

    Drawing upon the might of ancient warriors, the disciple surrounds himself with a shell of pure incarnum, temporarily shielding him from harm and increasing his combat prowess.

    When you initiate this maneuver, you gain temporary hitpoints equal to four times the invested essentia, DR/- equal to the invested essentia, and an insight bonus to your physical abilities equal to the invested essentia until the start of your next turn.


    7th Level
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    Triple Soul Lash
    Warrior's Soul (Strike)
    Level: 7
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee range +10 feet
    Target: Up to three creatures within range
    Duration: Instantaneous

    As part of this maneuver, the disciple makes three melee touch attacks with +10 feet reach, divided as he wishes between foes within range. These attacks deal +1d6 damage for each point of essentia invested in this maneuver. No creature can be the target of more than a single attack from this maneuver.

    Midnight Mirror
    Warrior's Soul (Counter)
    Level: 7
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    The disciple's soul is as a crystalline mirror: beautiful to look upon, yet capable of reflecting great horrors.

    You may only initiate this maneuver when you are subjected to a spell that allows spell resistance. When you initiate this maneuver, you gain spell resistance equal to 5 + your initiator level, plus an additional point for each point of invested essentia, only long enough to attempt to turn aside the spell in question. If your spell resistance is not overcome, all effects that you would otherwise have suffered (such as fire damage from a fireball spell) are redirected to the caster of the spell, regardless of whether they are within the spell's area of effect or not.

    Incarnum Font
    Warrior's Soul (Boost)
    Level: 7
    Prerequisites: Two Warrior's Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    Potent though the flow of incarnum through him is, a disciple of the Warrior's Soul knows that he can draw still more – if only for a short while.

    When you initiate this maneuver, you immediately gain 5 temporary points of essentia, which last until the beginning of your next turn. In addition, you may reallocate your essentia as a free action.


    8th Level
    Spoiler
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    Soul Lance
    Warrior's Soul (Strike)
    Level: 8
    Prerequisites: Three Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Area: Line 15 feet wide, 120 feet long
    Duration: Instant
    Save: Reflex half

    Channeling an enormous flow of incarnum into his weapon, the disciple thrusts it forward. At once, the incarnum leaps forth, piercing the body and soul of all in its path.

    When you initiate this maneuver, draw a line 15 feet wide from any corner of your square, extending up to 120 feet or until it passes through three creatures. Each creature in the path of this attack takes automatic weapon damage (including enhancement bonuses to damage, but not strength, power attack, etc., bonuses to damage). In addition, the first foe struck takes +12d6 damage, the second takes +9d6 damage, and the third takes +6d6 damage. A successful reflex save halves the total damage dealt.

    Soul Release (Complete)
    Warrior's Soul (Boost)
    Level: 8
    Prerequisites: Three Warrior's Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One round

    All things leave an impression – an echo of their substance – on the world, even the disciple himself. A disciple of the Warrior's Soul way can mimic this impression with incarnum, creating a spectral copy of himself, albeit for a short time.

    When you initiate this maneuver, you create a precise incarnum duplicate of yourself in an adjacent square. The copy, though under your control, is fully autonomous, capable of moving and even activating strike maneuvers without you needing to take an action. If the incarnum copy activates a strike maneuver, it must be one you have readied, and that maneuver is expended as if you had used it yourself.

    The incarnum copy cannot benefit from magic items that only affect you, but attacks with an exact copy of your weapon (including enhancement bonuses and enchantments). For each point of essentia invested in this maneuver, the incarnum copy's attacks gain a +1 enhancement bonus to attack and damage rolls (stacking with other enhancement bonuses).

    Incarnum Siphon Stance
    Warrior's Soul (Stance)
    Level: 8
    Prerequisites: Three Warrior's Soul maneuvers
    Initiation Action: 1 swift action
    Range: personal
    Target: You
    Duration: Stance

    A disciple of the Warrior's Soul knows how to precisely locate the chakra points on nearly any creature, and can draw out a fraction of their soul energy with seemingly normal attacks.

    While you maintain this stance, whenever you hit with a melee attack, your target must succeed on a Will save or lose 1 point of essentia (or take 1 point of temporary Wisdom damage if they do not have an essentia pool), while you gain 1 point of temporary essentia. The essentia loss or wisdom damage is not permanent – the target's essentia pool or Wisdom score returns to normal one hour after last failing a save against this stance. The struck foe must possess a legitimate threat to you for you to gain temporary essentia from this maneuver. The maximum bonus essentia you may have from the ability at any one time is equal to your full normal essentia pool.


    9th Level
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    Soul Shattering Strike
    Warrior's Soul (Strike)
    Level: 9
    Prerequisites: Four Warrior's Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Duration: Instant and encounter (see text)
    Saving Throw: Will negates (see text)

    Nearly all creatures have a point inside their bodies where their chakra flows most strongly. This point is not always obviously vital, yet a deft thrust of an incarnum-laced blade to this area can be as deadly as a sword through the heart.

    As part of this maneuver, you make a single melee attack against a foe, dealing +15d6 damage. If your target possesses an essentia pool, they must succeed on a Will save or take an additional +15d6 damage. If your target does not possess an essentia pool, they must save or die instantly. Creatures slain in this fashion grant you bonus essentia equal to half their hit dice until the end of the encounter.

    Creatures without souls, such as most Undead, are immune to the secondary effects of this maneuver.
    Last edited by Circle of Life; 2011-08-01 at 12:09 AM. Reason: Fixed formatting errors.

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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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    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.
    Just finding my roots again.

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    Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

    This. Is. Awesome!!!
    Last edited by enderlord99; 2011-07-25 at 10:17 PM.
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    Quote Originally Posted by Strigon View Post
    Wow.
    That took a very sudden turn for the dark.

    I salute you.
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    I wish it was possible to upvote here.

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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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    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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    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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    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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    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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    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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    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.
    Last edited by gkathellar; 2011-07-27 at 07:38 AM.
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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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    Quote Originally Posted by Strigon View Post
    Wow.
    That took a very sudden turn for the dark.

    I salute you.
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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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    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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    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
    Avatar by niezck1! Thanks!

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    Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

    Quote Originally Posted by Zarthrax View Post
    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.
    Quote Originally Posted by KKL
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    Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

    Quote 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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    Default Re: The Soul Blade (3.5e Base Class + Discipline) [ToB/Incarnum]

    Iron Heart is hardly "the only reason to take warblade levels."
    Quote Originally Posted by KKL
    D&D is its own momentum and does its own fantasy. It emulates itself in an incestuous mess.

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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.
    Avatar by niezck1! Thanks!

  22. - Top - End - #22
    Ogre in the Playground
     
    gkathellar's Avatar

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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!
    Quote Originally Posted by KKL
    D&D is its own momentum and does its own fantasy. It emulates itself in an incestuous mess.

  23. - Top - End - #23
    Bugbear in the Playground
     
    Circle of Life's Avatar

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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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