Everyman
2010-04-01, 11:49 AM
Every once in a while I get the urge to break out a dusty supplement and play a campaign based off it. After I finish my current campaign (maybe months away), I wanted to try out Incarnum. I've actually played a little bit with the system (and had a blast as a totemist), and realize that the Soulborns...just...don't measure up.
I know my group, and someone is going to want to play the soulborn (probably one of the chaotic ones). However, everytime I build one and run it through a playtesting scenario, it ends up lagging or suffering from its lack of class features. I want to fix it.
Now, I hate redesigning an entire class. If I add or remove features, its to help give each class a sense of purpose and specialization. Right now, my proposed fixes are fairly simple ones.
1) Full meldshaper level progression
2) Bonus Incarnum Feats: Gained at 1st, 3rd, 7th and every four levels thereafter (total of three additional feats overall). It adds some additional options to the class, as well as a few extra points of essentia.
3) Saving Throw Bonus: At 4th level, soulborns add their Charisma to their saving throws (like a paladin). The decision to add it at 4th is just to fill a dead level, really.
4) Enhanced Incarnum Investment (Su): Starting at 6th level, soulborns treat any incarnum feat they can invest essentia in as if they have allocated 1 additional essential than they actually have. This extra essential does not count against the maximum essentia they can normally invest. For example, if a 6th level soulborn has invested 1 essentia in Sapphire Smite, he treats the feat as if he had invested 2 essential. Likewise, a soulborn can choose not to invest any essentia at all in a feat, but still treat it as if there was 1 essentia invested.
What do you guys think? I know they still get a poor progression on soulmelds and binds, but that isn't the goal of my fix. Instead, I'm trying to define them more by their choice in incarnum feats and their ability to shrug off harm.
Also, what kind of fixes do you use (if any) with this class?
I know my group, and someone is going to want to play the soulborn (probably one of the chaotic ones). However, everytime I build one and run it through a playtesting scenario, it ends up lagging or suffering from its lack of class features. I want to fix it.
Now, I hate redesigning an entire class. If I add or remove features, its to help give each class a sense of purpose and specialization. Right now, my proposed fixes are fairly simple ones.
1) Full meldshaper level progression
2) Bonus Incarnum Feats: Gained at 1st, 3rd, 7th and every four levels thereafter (total of three additional feats overall). It adds some additional options to the class, as well as a few extra points of essentia.
3) Saving Throw Bonus: At 4th level, soulborns add their Charisma to their saving throws (like a paladin). The decision to add it at 4th is just to fill a dead level, really.
4) Enhanced Incarnum Investment (Su): Starting at 6th level, soulborns treat any incarnum feat they can invest essentia in as if they have allocated 1 additional essential than they actually have. This extra essential does not count against the maximum essentia they can normally invest. For example, if a 6th level soulborn has invested 1 essentia in Sapphire Smite, he treats the feat as if he had invested 2 essential. Likewise, a soulborn can choose not to invest any essentia at all in a feat, but still treat it as if there was 1 essentia invested.
What do you guys think? I know they still get a poor progression on soulmelds and binds, but that isn't the goal of my fix. Instead, I'm trying to define them more by their choice in incarnum feats and their ability to shrug off harm.
Also, what kind of fixes do you use (if any) with this class?