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  1. - Top - End - #1
    Barbarian in the Playground
     
    WhiteWizardGirl

    Join Date
    Mar 2013
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    Male2Female

    Default Ironsoul Work In Progress [Incarnum, Base Class, PEACH]

    This Class is an Early Work in Progress; as I wouldn't mind input as I got along. I decided to post it early into a Homebrew Thread.

    The Concept behind this class is based along the idea that it would be ideal for a warforged; and that it's Soulmelds are Based along Class Skills as opposed to creatures or divine instruments/magic items.

    Two Special Concepts I'd Like to intigrate into the class; and might end up being alot of it's "class ability" is the concept of a "gear" chakra and Integrity.

    Soul Boost is going to be kinda like inspiration points (really like actually) and act as fuel for Gear Chakra Abilitys.

    Gear Chakra: This will likely be a somewhat open chakra ability that I'd like every single soulmeld to have one of. Instead of being a chakra bind; it's a temporary boost with a penalty inflicted after it wears through. (if you've every read/watched one piece; think early Luffies "gears" he powers up...but ends up small for a while.

    Anything Marked with a * is likely there for a placeholder rather than staying there.



    Integrity; always arm yourself with your own integrity...that and armor.

    Ironsoul

    Alignment:
    Ironsouls usually fall towards neutral; but can be of any alignment.
    HD:d8
    Races:Usually Warforged. Other Races can be a Ironsoul too; they tend to wear the strongest armor money can buy.
    Abilities: Constitution is the primary ability score for meldshaping, as in other meldshaping classes. A high Intellegence is also key, as it is important to be of understand the technical constructs an ironsoul can command.

    {table=head]Lvl | BAB | Fort | Ref | Will | Special | Soulmelds | Essentia | Chakra Binds | Soul Boost
    1 | +0 | +0 | +0 | +2 | | 2 | 1 | 0 | 2
    2 | +1 | +0 | +0 | +3 | *Chakra bind (crown) | 3 | 2 | 1 | 3
    3 | +2 | +1 | +1 | +3 | | 3 | 3 | 1 | 3
    4 | +3 | +1 | +1 | +4 | *Chakra bind (feet, hands) | 4 | 4 | 1 | 3
    5 | +3 | +1 | +1 | +4 | | 4 | 5 | 1 | 4
    6 | +4 | +2 | +2 | +5 | | 4 | 6 | 2 | 4
    7 | +5 | +2 | +2 | +5 | | 5 | 7 | 2 | 4
    8 | +6/+1 | +2 | +2 | +6 | | 5 | 8 | 2 | 5
    9 | +6/+1 | +3 | +3 | +6 | *Chakra bind (arms, brow, shoulders) | 5 | 9 | 2 | 5
    10 | +7/+2 | +3 | +3 | +7 | | 6 | 10 | 3 | 5
    11 | +8/+3 | +3 | +3 | +7 | | 6 | 11 | 3 | 6
    12 | +9/+4 | +4 | +4 | +8 | | 6 | 12 | 3 | 6
    13 | +9/+4 | +4 | +4 | +8 | | 7 | 13 | 3 | 6
    14 | +10/+5 | +4 | +4 | +9 | *Chakra bind (throat, waist) | 7 | 14 | 4 | 7
    15 | +11/+6/+1 | +5 | +5 | +9 | | 7 | 15 | 4 | 7
    16 | +12/+7/+2 | +5 | +5 | +10 | | 8 | 16 | 4 | 7
    17 | +12/+7/+2 | +5 | +5 | +10 | *Chakra bind (heart) | 8 | 17 | 4 | 8
    18 | +13/+8/+3 | +6 | +6 | +11 | | 8 | 18 | 5 | 8
    19 | +14/+9/+4 | +6 | +6 | +11 | | 9 | 19 | 5 | 8
    20 | +15/+10/+5 | +6 | +6 | +12 | *Chakra bind (soul) | 9 | 20 | 5 | 10
    [/table]

    Class Skills (2+Int modifier per level, x4 at 1st level):




    Class Features:

    Weapon and Armor Proficiency:You are proficient with all Martial weapons, with heavy armor, and with shields (except tower shields).

    Meldshaping:A Ironsoul's primary ability is shaping incarnum soulmelds, which are drawn from the Ironsoul soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, or the bestial spirits of totemist, you channel the essence of creation. The Difficulty Class for a saving throw against a Ironsoul soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your Ironsoul level.

    A Ironsoul can shape only a certain number of soulmelds per day. Your daily allotment is shown on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level the number of soulmelds you can shape increases.

    Soul Boost: The Ironsoul has a glut of magic energy that isn't refined enough to use though normal means; They can instead use this energy for fuel Gear Chakras, an often more powerful; but less refined use of their normal soulmelds. The Ironsoul gains Boost points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of Boost points determined by his level.

    At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the table above. Your character level determines the maximum essentia capacity as usual. As a swift action, you can reallocate your essentia investments in your soulmelds every round. A Ironsoul does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

    *Chakra binds: Beginning at 2nd 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, 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 in the table above.

    At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.
    Last edited by DrunkenMists; 2013-06-17 at 08:39 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    WhiteWizardGirl

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    Mar 2013
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    Default Re: Ironsoul [Incarnum, Base Class, PEACH]

    This is saved for extra space as needed.

  3. - Top - End - #3
    Barbarian in the Playground
     
    WhiteWizardGirl

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    Mar 2013
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    Default Re: Ironsoul [Incarnum, Base Class, PEACH]

    Ironsoul Soulmeld Descriptions

    Spoiler
    Show
    Appraising Specs
    “a pair of googles adorns your head; the lenses glow faintly and appear to look deeply into ones soul”
    Descriptors: None.
    Classes: Ironsoul.
    Chakra: Crown, Brow, Gear
    Saving Throw: None

    While wearing Appraising Specs, you gain a +2 insight bonus on appraising checks. Essentia: Every point of essentia invested in the Appraising Specs increases the bonus by 2.

    Chakra Bind (Crown): When Appraising Specs are bound to Crown, you gain the ability to aid another as a swift action; being able to provide affect them as if you were using Aid Another as a immediate Action instead. The Bonus Provided is 1/essentia infused in this ability.
    This Ability can only be used once every 1d4 rounds.

    Chakra Bind (Brow): When Appraising Specs are bound to Brow, you can't be flanked

    Chakra Bind (Gear): When a use of Integrity is used to power the gear ability of Appraising Specs; you can make a Aid another check as an immediate action providing a bonus of 2/essentia used in this soulmeld.
    This Burns out your Appraising Specs Crown ability for 2d4 rounds.


    Climber's Claws
    "a tough woven bracer encirles your wrist; hooked claws extending along the back of your hand"
    Descriptors: None.
    Classes: Ironsoul.
    Chakra: Arm's, Hands
    Saving Throw: None

    While wearing Climber's Claws, you gain a +2 insight bonus on climb checks. Essentia: Every point of essentia invested in the Climber's Claws increases the bonus by 2.

    Chakra Bind (Arm): When Climber's Claws are bound to your arms; you are able to climb at full base speed instead of the normal quarter speed.

    Chakra Bind (Hand): When Climber's Claws are bound to hands,You can use your two claws as natural weapons that deal 1d6 points of damage plus your Strength modifier. For every point of essentia you invest in your Climber's Claws, you deal an additional 1 point of bleed damage with each claw attack. While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time. (If attack that causes Bleed damage bypasses Damage Reduction; the Bleed damage will continue to do so until removed)

    Chakra Bind (Gear): When a use of Integrity is used to power the Gear ability of Climber's Claws; you bypass all damage reduction (except /epic and /-) for your Climber's Claws but only deal an additional 1 bleed damage per 2/essentia binded to this soulmeld.

    Bleed:
    A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.


    Skills that still need Soulmelds:
    Skills that are a Maybe are marked with a *
    Spoiler
    Show
    Appraise
    *Autohypnosis
    Balance
    Bluff
    Climb
    Concentration
    *Craft
    *Decipher Script
    Diplomacy
    Disable Device
    Disguise
    Escape Artist
    *Forgery
    Gather Information
    Handle Animal
    Heal
    Hide
    Intimidate
    Jump
    Knowledge (Might have extras for certain knowledges)
    Listen
    *Martial Lore
    Move Silently
    *Open Lock
    Perform
    *Pick Pocket
    *Profession (Likely not; on the list just incase anyways)
    Ride
    Search
    Sense Motive
    Sleight of Hand
    Speak Language
    Spellcraft
    Spot
    Survival
    Swim
    Tumble
    Use Magic Device
    *Use Rope

    Possible Additional Soulmelds:
    Spoiler
    Show
    Weapon:
    Armor:
    Tool: (This one might encompass "craft" instead of one for Craft.)
    Last edited by DrunkenMists; 2013-06-13 at 11:51 PM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    WhiteWizardGirl

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    Mar 2013
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    Default Re: Ironsoul [Incarnum, Base Class, PEACH]

    Additional for Soulmelds as needed

  5. - Top - End - #5
    Firbolg in the Playground
     
    RogueGuy

    Join Date
    May 2010
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    ganiseville GA
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    Default Re: Ironsoul [Incarnum, Base Class, PEACH]

    Cool, I am putting my concept here. Let me know what you think.

  6. - Top - End - #6
    Barbarian in the Playground
     
    WhiteWizardGirl

    Join Date
    Mar 2013
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    Default Re: Ironsoul [Incarnum, Base Class, PEACH]

    Quote Originally Posted by Fouredged Sword View Post
    Cool, I am putting my concept here. Let me know what you think.
    I'll be sure to check it out :3

    New Soulmeld:

    Spoiler
    Show
    Climber's Claws
    "a tough woven bracer encirles your wrist; hooked claws extending along the back of your hand"
    Descriptors: None.
    Classes: Ironsoul.
    Chakra: Arm's, Hands
    Saving Throw: None

    While wearing Climber's Claws, you gain a +2 insight bonus on climb checks. Essentia: Every point of essentia invested in the Climber's Claws increases the bonus by 2.

    Chakra Bind (Arm): When Climber's Claws are bound to your arms; you are able to climb at full base speed instead of the normal quarter speed.

    Chakra Bind (Hand): When Climber's Claws are bound to hands,You can use your two claws as natural weapons that deal 1d6 points of damage plus your Strength modifier. For every point of essentia you invest in your Climber's Claws, you deal an additional 1 point of bleed damage with each claw attack. While the claws are shaped, you can still use your hands as normal (to hold items, cast spells, and so on), although you cannot hold an item in your hand and attack with the claws at the same time. (If attack that causes Bleed damage bypasses Damage Reduction; the Bleed damage will continue to do so until removed)

    Bleed:
    A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.


    Updated Soulmeld: Appraising Specs - Added Gear Bind
    Chakra Bind (Gear): When a use of Integrity is used to power the gear ability of Appraising Specs; you can make a Aid another check as an immediate action providing a bonus of 2/essentia used in this soulmeld.
    This Burns out your Appraising Specs Crown Ability for 2d4 Rounds.
    I'm not ashamed to admit I really like my first gear for Appraising Specs.
    it can give a ballpark of 16atk or 16ac to somebody for one turn; but it's also not an ability one can use on yourself. at level 20..a buff class could probally easily match this more than 10 times a day if integrity is used endlessly

    Updated Soulmeld: Climber's Claws - Added Gear Bind
    Chakra Bind (Gear): When a use of Integrity is used to power the Gear ability of Climber's Claws; you bypass all damage reduction (except /epic and /-) for your Climber's Claws but only deal an additional 1 bleed damage per 2/essentia binded to this soulmeld.
    Last edited by DrunkenMists; 2013-06-13 at 11:50 PM.

  7. - Top - End - #7
    Barbarian in the Playground
     
    WhiteWizardGirl

    Join Date
    Mar 2013
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    Male2Female

    Default Re: Ironsoul [Incarnum, Base Class, PEACH]

    Changed/Updated Integrity to "Soul Boost" a unrefined version of incarnum power that can be pushed into gear chakras for boosts

    Higher Level Class Ability Idea. 16 or higher likely.

    Power Mode; Burn Soul Boost for Full essentia to each Soulmeld; but take a very hurtful penalty for each round active. At this moment I'm thinking of it directly effecting Ability Scores.
    Ex: 1 round power mode; 1 soulboost, -4 STR/DEX/Con for 1d4-1d8 Rounds;
    if used again in that set of rounds you have an ability loss. it adds an additonal -2 and adds another 1d4 rounds. Using it in succession before the ability loss wears out makes the penalty less harsh; but also makes for a higher ability loss margin.

    at level 20.....10 rounds in succession useable..-4-2-2-2-2-2-2-2-2-2 (-22) stat loss. ouch. maybe not.
    Ability Loss Points can get to high on successive use; not feasible.

    Maybe a smaller Ability Score Loss and only Str and Dex? and a HP loss? -2 on first, and -1 in succession (-11 in total at level 20 (-5 Modifer in total) and an hp loss of 5* total ability score lost? (10 on first round > 15>20>25>30>35>40>45>50>55 (Totals 215hp loss))

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