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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 11-16-2012, 02:24 AM   Top  -  End  -  #31
BelGareth
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Default Re: Incarnum Redone (3.5)[PEACH]

Thanks, I hope to hear what you think once you have read it more in depth, it is, a Work In Progress, and I have a lot to do...so any input is valued.
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Old 11-16-2012, 04:19 AM   Top  -  End  -  #32
BelGareth
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Default Re: Incarnum Redone (3.5)[PEACH]

Added some ACF's

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Old 11-16-2012, 12:38 PM   Top  -  End  -  #33
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Default Re: Incarnum Redone (3.5)[PEACH]

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Originally Posted by BelGareth View Post
Added some ACF's

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I am pretty sure that Artificers do not have spells known, as they do not use spells. This makes it a win-win for them. They do get infusions, but I am fairly certain that those are not spells.
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Old 11-17-2012, 02:47 AM   Top  -  End  -  #34
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Default Re: Incarnum Redone (3.5)[PEACH]

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

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

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


You mixed up the Soulborn and Incarnate Aligned Soulmeld features

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

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

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

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Originally Posted by BelGareth View Post
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You put small unarmed attacks at 2 die sizes smaller. It should be d3
Why get rid of the bonus feats? Those are pretty much the only good things on a monk! Swap that with losing slow fall (all levels) and half the speed bonus? I would have suggested the unarmored AC bonus as well (but keeping the Wis->AC), but that's already in Skarn monk subs.
Maybe allow monks to invest essentia into Slow Fall, allowing them to treat falls as 20ft shorter per essentia invested? Show the poor monk some love!
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Old 11-17-2012, 03:37 AM   Top  -  End  -  #35
BelGareth
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Default Re: Incarnum Redone (3.5)[PEACH]

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

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

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


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

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


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


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

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

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

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

Quote:
Why get rid of the bonus feats? Those are pretty much the only good things on a monk! Swap that with losing slow fall (all levels) and half the speed bonus? I would have suggested the unarmored AC bonus as well (but keeping the Wis->AC), but that's already in Skarn monk subs.
Maybe allow monks to invest essentia into Slow Fall, allowing them to treat falls as 20ft shorter per essentia invested? Show the poor monk some love!
You do have a point, it was hard to sub out abilities for the obviously bad classes and allow the ACF's to work with homebrew fixes. I replaced the Feat loss with Evasion.
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Old 11-17-2012, 11:25 AM   Top  -  End  -  #36
toapat
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Default Re: Incarnum Redone (3.5)[PEACH]

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

you missed the point about Having only 1 Smite ever, as in normally classes that get smiting have it 5/day at 20
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Old 11-17-2012, 01:48 PM   Top  -  End  -  #37
danzibr
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Default Re: Incarnum Redone (3.5)[PEACH]

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

Edit: Oh right, minor note. Used affect when should have been effect.
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Old 11-18-2012, 01:45 AM   Top  -  End  -  #38
BelGareth
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Default Re: Incarnum Redone (3.5)[PEACH]

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

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

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

Edit: Oh right, minor note. Used affect when should have been effect.
Thanks! Look forward to see what you think of it once you have sifted through it all.
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Old 11-19-2012, 07:50 AM   Top  -  End  -  #39
danzibr
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Default Re: Incarnum Redone (3.5)[PEACH]

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

I didn't realize you were such a homebrewer.
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Old 11-19-2012, 10:00 AM   Top  -  End  -  #40
BelGareth
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I don't know much about the other classes, but as far as the buffs to Totemist, I gotta say I like it. They needed more essentia pretty badly. Also, from what I remember of the soulmelds (Girallon Arms, for example), I like the changes there too.

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

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Old 11-23-2012, 04:06 PM   Top  -  End  -  #41
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Default Re: Incarnum Redone (3.5)[PEACH]

Question: If all the meldshapers in your revision can bind pretty much all their melds, why place a limit at all? Why not just let any soulmeld you have be able to be bound? There is already a limit on the melds available and binds you can use, and to a lesser extent essentia available to make use of the bind, so why put in a fourth restriction?
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Old 11-23-2012, 04:57 PM   Top  -  End  -  #42
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Default Re: Incarnum Redone (3.5)[PEACH]

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

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

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

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


Haven't looked at everything yet. Not sure I will, as I've been really touchy lately and I don't think muh of incarnum needs to be fixed. Except necrocsrnum, high was fluffed as "evil because we say so" and that's stupid. I mean was an actual explanation so hard?
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Old 11-26-2012, 03:53 AM   Top  -  End  -  #43
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Default Re: Incarnum Redone (3.5)[PEACH]

This is looking pretty awesome, and I'm about to test it out in a short-term campaign. Out of curiosity, do you have any work done on updating the Ironsoul Forgemaster?
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Old 12-17-2012, 02:40 AM   Top  -  End  -  #44
BelGareth
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Default Re: Incarnum Redone (3.5)[PEACH]

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

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



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


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

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

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Last edited by BelGareth : 12-17-2012 at 03:56 AM.
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