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View Full Version : Artificer meet Incarnate, a Class concept



LairdMaon
2019-06-05, 06:57 PM
Simple enough idea.
Artificer (minus Infusions)
+
Incarnate (minus Soulmelds)
+
(Maybe bump skills to Rogue quantity)
=
{Insert Neato Class-Name Here}

Thoughts?

aimlessPolymath
2019-06-05, 07:19 PM
Assuming this is for 3.5, I'm not even sure what an incarnate without soulmelds would play like- they're basically the full-casters of incarnum.
Could you be more specific about the idea you're describing?

LairdMaon
2019-06-05, 07:23 PM
Pg 108 of the MoI gives guidelines for Magic Items in place of Soulmelds.
In this concept, the Magic Items made by the character take the place of Soulmelds entirely.
Invested Essentia could increase effective caster level of the Magic Item.

Silva Stormrage
2019-06-05, 08:10 PM
I mean I probably shouldn't pump up interest for an entry other than my own but in the current 3.5 PRC contest there is a cool incarnum/artificer dual progression PRC which you might be interested in. http://www.giantitp.com/forums/showthread.php?588989-Voting-Thread-for-Prestige-Class-Contest-Thread-VI-Hybrid-Power

(The Soulforged Meister)

Feel free to vote in the contest if you want to XD

LairdMaon
2019-06-05, 08:42 PM
Dwoemer Investiture is about perfect. Only, I'm thinking of this as a base class. It's limits come from the lack of the every-awesome Soulmelds and Infusions.

Edit: I feel like having the option to use invested Essentia to bump up the caster level of a bound Magic Item could be neat.

Morphic tide
2019-06-07, 05:14 PM
Okay, so, I'm perfectly fine with you basing a lot of the mechanics off my PRC (no need for the PM, honestly, people are generally fine with giving credit for when you're basing mechanics off their work). Perhaps focus on building out Incarnum item-crafting as a separate "thing" for the class to focus on, having the class table be based heavily on Artificer and slot in the Dweomer Investiture counterpart exactly where Metamagic Spell Trigger goes (7th level, FYI), essentially making an Incarnum Artificer class to go with the technically-first-party-but-incomplete Psionic Artificer variant.

Instead of having no Soulmelds, perhaps use the Soulborn's Chakra Bind and Soulmeld progression with the Incarnate's Essentia progression, necessitating that Essentia be invested mostly into items and feats. Then the list of Soulmelds would focus on covering some root itemization to save GP from raw stats, such as Incarnate Weapon, in addition to stuff like Mage's Spectacle that help with the crafting process, whatever it may be, and the skills, again saving GP from raw numbers. Then throw in some new Soulmelds for further crafting tie-ins. If you want to keep the Golem creation from Artificer, for example, you could make a Soulmeld that allows for making Midnight Constructs or one for adding the Soulfused Construct template (perhaps attached to Animated Objects?), in addition to a line of Homonculous analogue not-strictly-Construct-creature-type creations. Likely rooted in Soulspark crafting.

LairdMaon
2019-06-07, 05:32 PM
Thanks for the response, Morphic Tide!
I always PM first, as a courtesy.

I see where you're going with your line of thought. The more I think about this class the more convinced I am that it is entirely cut off from the the soulstuff 'melds are shaped from. They have their own Essentia inner workings running just fine, but with a complete inability to shape 'melds, the only option is to turn to magic items.

I'd set Dweomer Investiture in at early levels to fit the idea that they've successfully made that adaptation.



Tower Guard


When a grand magus or archpriest need something done that is outside their sphere of influence, they can often call upon a particular type of mercenary. Tower Guards are a secretive organization of agents loyal primarily to each Guild of Guards and the coin.

Not many common folk realize they are in the presence of a Guard. This comes from the fact that they don't advertise their presence. There is a job to be done and it's going to get done. Ever wonder who looks after the traps in a labyrinth? Who resets them? Who restocks the magical ingredient cupboards and cleans up the ritual spaces? These are menial tasks for a Tower Guard, suited for those who wish an uneventful position. In reality, with their innate comprehension of their own soul and the magic items they create, Tower Guards are remarkably resourceful and many enjoy stretching their creative muscles by taking jobs alongside adventurers. Honestly, calling them guards at all is much like calling a rogue a thug, that only touches on their true abilities.

Class Benefits

Hit Die: D6
Skill Points: 6 + Int modifier
Class Skills

Appraise (Int)
Balance (Dex)
Bluff (Cha)
Climb (Str)
Concentrate (Con)
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Knowledge (arcana) (Int)
Knowledge (local) (Int)
Knowledge (religion) (Int)
Knowledge (the planes) (Int)
Knowledge (architecture and engineering) (Int)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Perform (Cha)
Profession (Wis)
Search (Int)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Spot (Str)
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Use Rope (Dex)


Weapon and Armor Proficiency:
You are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).




Table: Gravesoul
Meldshaping


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Craft Reserve
Essentia
Chakra Binds


1st
+0
+2
+0
+2
Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll
20
1
0


2nd
+1
+3
+0
+3
Chakra Bind (crown), Brew Potion, Dweomer Investiture
40
1
1


3rd
+2
+3
+1
+3
Expanded Soul-Link Capacity +1, Craft Wondrous Item
60
2
1


4th
+3
+4
+1
+4
Chakra Binds (feet, hands), Craft Homunculus, Bonus Feat
80
2
1


5th
+3
+4
+1
+4
Craft Magic Arms and Armor, Retain Essence
100
3
1


6th
+4
+5
+2
+5
Craft Wand
150
3
2


7th
+5
+5
+2
+5
Metamagic Spell Trigger
200
4
2


8th
+6/+1
+6
+2
+6
Bonus Feat
250
4
2


9th
+6/+1
+6
+3
+6
Chakra Binds (arms, brow, shoulders), Craft Rod
300
5
3


10th
+7/+2
+7
+3
+7

400
5
3


11th
+8/+3
+7
+3
+7
Metamagic Spell Completion
500
6
3


12th
+9/+4
+8
+4
+8
Craft Staff, Bonus Feat
700
6
3


13th
+9/+4
+8
+4
+8
Skill Mastery
900
7
3


14th
+10/+5
+9
+4
+9
Chakra Binds (throat, waist), Forge Ring
1,200
8
4


15th
+11/+6/+1
+9
+5
+9
Expanded Soul-Link Capacity +2
1,500
9
4


16th
+12/+7/+2
+10
+5
+10
Chakra Bind (heart), Bonus Feat
2,000
10
4


17th
+12/+7/+2
+10
+5
+10

2,500
11
4


18th
+13/+8/+3
+11
+6
+11

3,000
12
5


19th
+14/+9/+4
+11
+6
+11
Chakra Bind (soul)
4,000
13
5


20th
+15/+10/+5
+12
+6
+12
Perfect Soul-Link, Bonus Feat
5,000
14
5



Class Features

Artificer Knowledge: per Artificer class.

Artisan Bonus: per Artificer class.

Disable Trap: per Artificer class.

Item Creation: per Artificer class, add that all magic items created through this count as Soul-Linked.

Scribe Scroll: per Artificer class.

Chakra Bind: per Incarnate class, change references to Soulmelds to Soul-Linked magic Items.

Brew Potion: per Artificer class, add that all magic items created through this count as Soul-Linked.

Soul-Link (Su): At 1st level, a Tower Guard learns to channel Essentia into the magical forces of items they create due to a trait called a Soul-Link. For each point of Essentia so invested into magic items they craft, the bonuses to Attack rolls, ability scores, Armor Class, spell resistance and saving throws are increased by one, the bonuses to Skills, damage rolls, Fast Healing, Regeneration and Damage Resistance are increased by two, bonuses to Energy Resistance are increased by three, bonuses to Health are increased by four and bonuses to Movement Speed and the speed of granted movement modes are increased by five. Additionally, by binding the item to the Chakra analogous to its item slot, the caster level of the item is increased by three per Essentia invested, to a maximum of the Tower Guard's character level.

If the item allows Essentia to be invested in it normally, then the maximum Essentia that may be invested is determined by the item. Otherwise, the Tower Guard uses the limit of what they would be able to invest in Soul-Linked magic items. Bonuses from the item's own Essentia investment and this feature do not stack, so investing Essentia into a weapon with the Soulbound property still only increases the Enhancement bonus by +1 per point of Essentia invested.

Expanded Soul-Link Capacity: per Incarnate class, change references to Soulmelds to Soul-Linked magic Items.

Craft Wondrous Item: per Artificer class, add that all magic items created through this count as Soul-Linked.

Craft Homunculus: per Artificer class, add that all magic items created through this count as Soul-Linked.

Bonus Feat: per Artificer class.

Craft Magic Arms and Armor: per Artificer class, add that all magic items created through this count as Soul-Linked.

Retain Essence: per Artificer class.

Craft Wand: per Artificer class, add that all magic items created through this count as Soul-Linked.

Metamagic Spell Trigger: per Artificer class.

Craft Rod: per Artificer class, add that all magic items created through this count as Soul-Linked.

Metamagic Spell Completion: per Artificer class.

Craft Staff: per Artificer class, add that all magic items created through this count as Soul-Linked.

Skill Mastery: per Artificer class.

Forge Ring: per Artificer class, add that all magic items created through this count as Soul-Linked.

Perfect Soul-Link (Su): At 20th level, you gain the ability to flood your magical equipment with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the Soul-Linked magic items that you currently have equipped to the maximum essentia capacity of that item. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your Soul-Linked magic items. You can use this ability once per day.

Magic Item Essentia Chart
Character Level Essentia Capacity
1st-5th.…...............1
6th-11th................2
12th-17th..............3
18th-20th..............4

LairdMaon
2019-06-09, 03:43 PM
Final product.
Many thanks to Morphic Tide who allowed me to make use of a feature he'd written up elsewhere. I doff my hat to you.

Without further ado.


Tower Guard


When a grand magus or archpriest need something done that is outside their sphere of influence, they can often call upon a particular type of mercenary. Tower Guards are a secretive organization of agents loyal primarily to each Guild of Guards and the coin.

Not many common folk realize they are in the presence of a Guard. This comes from the fact that they don't advertise their presence. There is a job to be done and it's going to get done. Ever wonder who looks after the traps in a labyrinth? Who resets them? Who restocks the magical ingredient cupboards and cleans up the ritual spaces? These are menial tasks for a Tower Guard, suited for those who wish an uneventful position. In reality, with their innate comprehension of their own soul and the magic items they create, Tower Guards are remarkably resourceful and many enjoy stretching their creative muscles by taking jobs alongside adventurers. Honestly, calling them guards at all is much like calling a rogue a thug, that only touches on their true abilities.

Class Benefits

Hit Die: D6
Skill Points: 6 + Int modifier
Class Skills

Appraise (Int)
Balance (Dex)
Bluff (Cha)
Climb (Str)
Concentrate (Con)
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Knowledge (arcana) (Int)
Knowledge (local) (Int)
Knowledge (religion) (Int)
Knowledge (the planes) (Int)
Knowledge (architecture and engineering) (Int)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Perform (Cha)
Profession (Wis)
Search (Int)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Spot (Str)
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Use Rope (Dex)


Weapon and Armor Proficiency:
You are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).




Table: Gravesoul
Meldshaping


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Craft Reserve
Essentia
Chakra Binds


1st
+0
+2
+0
+2
Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll
20
1
0


2nd
+1
+3
+0
+3
Chakra Bind (crown), Brew Potion, Soul-Link Crafting
40
1
1


3rd
+2
+3
+1
+3
Expanded Soul-Link Capacity +1, Craft Wondrous Item
60
2
1


4th
+3
+4
+1
+4
Chakra Binds (feet, hands), Craft Homunculus, Bonus Feat
80
2
1


5th
+3
+4
+1
+4
Craft Magic Arms and Armor, Retain Essence
100
3
1


6th
+4
+5
+2
+5
Craft Wand, Focus Chakra Bind
150
3
2


7th
+5
+5
+2
+5
Metamagic Spell Trigger
200
4
2


8th
+6/+1
+6
+2
+6
Bonus Feat
250
4
2


9th
+6/+1
+6
+3
+6
Chakra Binds (arms, brow, shoulders), Craft Rod
300
5
3


10th
+7/+2
+7
+3
+7

400
5
3


11th
+8/+3
+7
+3
+7
Metamagic Spell Completion
500
6
3


12th
+9/+4
+8
+4
+8
Craft Staff, Bonus Feat
700
6
3


13th
+9/+4
+8
+4
+8
Skill Mastery
900
7
3


14th
+10/+5
+9
+4
+9
Chakra Binds (throat, waist), Forge Ring
1,200
8
4


15th
+11/+6/+1
+9
+5
+9
Expanded Soul-Link Capacity +2
1,500
9
4


16th
+12/+7/+2
+10
+5
+10
Chakra Bind (heart), Bonus Feat
2,000
10
4


17th
+12/+7/+2
+10
+5
+10

2,500
11
4


18th
+13/+8/+3
+11
+6
+11

3,000
12
5


19th
+14/+9/+4
+11
+6
+11
Chakra Bind (soul)
4,000
13
5


20th
+15/+10/+5
+12
+6
+12
Perfect Soul-Link, Bonus Feat
5,000
14
5



Class Features

Artificer Knowledge: per Artificer class.

Artisan Bonus: per Artificer class.

Disable Trap: per Artificer class.

Item Creation: per Artificer class, add that all magic items created through this count as Soul-Linked.

Scribe Scroll: per Artificer class.

Chakra Bind: per Incarnate class, change references to Soulmelds to Soul-Linked magic Items.

Brew Potion: per Artificer class, add that all magic items created through this count as Soul-Linked.

Soul-Link Crafting (Su): At 2nd level, a Tower Guard learns to channel Essentia into the magical forces of items they create due to a trait called a Soul-Link. For each point of Essentia so invested into magic items they craft, the bonuses to Attack rolls, ability scores, Armor Class, spell resistance and saving throws are increased by one, the bonuses to Skills, damage rolls, Fast Healing, Regeneration and Damage Resistance are increased by two, bonuses to Energy Resistance are increased by three, bonuses to Health are increased by four and bonuses to Movement Speed and the speed of granted movement modes are increased by five. Additionally, by binding the item to the Chakra analogous to its item slot, the caster level of the item is increased by three per Essentia invested, to a maximum of the Tower Guard's character level.

If the item allows Essentia to be invested in it normally, then the maximum Essentia that may be invested is determined by the item. Otherwise, the Tower Guard uses the limit of what they would be able to invest in Soul-Linked magic items. Bonuses from the item's own Essentia investment and this feature do not stack, so investing Essentia into a weapon with the Soulbound property still only increases the Enhancement bonus by +1 per point of Essentia invested.

Expanded Soul-Link Capacity: per Incarnate class, change references to Soulmelds to Soul-Linked magic Items.

Craft Wondrous Item: per Artificer class, add that all magic items created through this count as Soul-Linked.

Craft Homunculus: per Artificer class, add that all magic items created through this count as Soul-Linked.

Bonus Feat: per Artificer class.

Craft Magic Arms and Armor: per Artificer class, add that all magic items created through this count as Soul-Linked.

Retain Essence: per Artificer class.

Craft Wand: per Artificer class, add that all magic items created through this count as Soul-Linked.

Focus Chakra Bind: At 6th level, you gain access to a unique chakra: the focus chakra. This chakra is not associated with any location on the body, but rather allows you to connect with the Soul-Linked magic items you make that don't corespond with any body location: rods, wands and such. Since the focus chakra doesn't match a body location, binding an item to this chakra doesn't restrict your use of magic items that take up a body location.

Any Soul-Linked item bound to your focus chakra has an essentia capacity 1 higher than the normal capacity.

Metamagic Spell Trigger: per Artificer class.

Craft Rod: per Artificer class, add that all magic items created through this count as Soul-Linked.

Metamagic Spell Completion: per Artificer class.

Craft Staff: per Artificer class, add that all magic items created through this count as Soul-Linked.

Skill Mastery: per Artificer class.

Forge Ring: per Artificer class, add that all magic items created through this count as Soul-Linked.

Perfect Soul-Link (Su): At 20th level, you gain the ability to flood your magical equipment with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the Soul-Linked magic items that you currently have equipped to the maximum essentia capacity of that item. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your Soul-Linked magic items. You can use this ability once per day.

Magic Item Essentia Chart
Character Level Essentia Capacity
1st-5th.…...............1
6th-11th................2
12th-17th..............3
18th-20th..............4