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  1. - Top - End - #1
    Bugbear in the Playground
     
    Flumph

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    Feb 2012

    Default Incarnum Blade rehaul

    Arguably the worst prestige class in the Magic of Incarnum and among the worst in D&D 3.X. So, I decided to revamp the entire thing. Please offer some critiques, especially if they happen to include another name.(Just so you know I am emoplato off of Enworld)


    War Avatar
    Requirements:
    Alignment: Any but True Neutral
    BAB: +4
    Essentia Pool: 1
    Skills: Concentration 8 ranks, Knowledge(Local or History) 5 ranks
    Special: Must be proficient with martial weapons, all non-exotic shields, and armor
    Hit Die: d10
    skills: 2+int. mod. points Climb, Concentration, Craft, Knowledge(Arcana, History, Planes), Jump, Ride, Spellcraft
    {table=head]Level|BAB|Fort|Ref|Will|Special|Essentia Pool
    1st|+1|+2|+0|+0|Warmeld(skill bonus), Warmeld Chakra Binds(Crown, Hands, Feet)|0
    2nd|+2|+3|+0|+0|Armament Binds, Warmeld Chakra Binds(arms, shoulders, brow)|1
    3rd|+3|+3|+1|+1|Warmeld Double Bind, Warmeld Chakra Binds(Throat, Waist)|1
    4th|+4|+4|+1|+1|Warmeld(bonus feat), Warmeld Chakra Bind(Heart)|2
    5th|+5|+4|+1|+1|Warmeld Mastery, Warmeld Chakra Bind(Soul)|2[/table]

    Class Features
    L1 Warmeld(Skill bonus): War Avatars do not shape multiple specific soulmelds like other meldshapers. They instead shape one special meld which can be made to emulate warriors of the past and bestow their abilities to the War Avatar. The specific look of the Warmeld is subjective to the user, generally though it is an ephemeral figure that poses itself over the War Avatar. Any effects created through the warmeld are imbued purely into the War Avatar, as such they are considered exceptional abilities, but the warmeld may still dispelled as usual for a soulmeld. A warmeld is otherwise treated just like any other soulmeld for all purposes except the meldshaper level equals the character level of the user. Additionally if a War Avatar possesses previous meldshaping classes they stack with this class for the purpose of determining meldshaper level.
    At first level a warmeld can be made to provide skill bonuses. A War Avatar may select any skill when they take time to shape soulmelds. If they aren't trained in the selected skill the meld allows them to use as it was trained along with giving a bonus of 2+essentia invested.

    Warmeld Chakra Binds: At level one a War Avatar may bind their warmeld to a least chakra, but only the warmeld.

    Crown: You gain the benefit of the Blind-Fight feat except it also applies to ranged attacks. You also receive a bonus to your will save equal to essentia invested.

    Hands: Any weapon or shield you hold cannot be disarmed or taken away unwillingly. Additionally, you receive a bonus to attack and damage rolls equal to essentia invested when confirming criticals.

    Feet: You gain a 10 foot speed increase to all forms of movement and you are under the effect of the spider climb spell. It also increases reflex saves equal to essentia invested.

    L2 Armament bind: A war avatar may now bind their warmeld to a weapon, shield or piece of armor. Aside from the specific benefits noted a bound armament may use the meldshaper level of the warmeld for caster level checks and dispel checks made against the armament. A war avatar must be wielding the armament in order to gain the bound benefit.

    Light melee: When bound to a light melee weapon you may make an additional attack with it at a -5 penalty during any time the user can make an attack once a round. Essentia invested reduces the attack penalty by 1, if essentia exceeds the penalty you may make another attack at the starting penalty. This maybe applied to a one-handed weapon if there is no attack in the off-hand, otherwise the effect is suppressed.

    One-handed melee: When bound to a one-handed melee weapon the critical threat range is expanded by one and the multiplier goes up one step. Additionally any affect that would allow sneak attack die to damage those normally immune may also be applied to a confirmed critical. Essentia invested gives bonuses to attack on attacks of opportunity and to flat-footed opponents.

    Two-handed melee: When bound to a two-handed weapon the user gains the benefit of the Great Cleave feat. The war avatar gains bonuses to bull-rushing and sundering equal to essentia invested. This can be applied to a one-handed weapon if it is held in two hands however it is suppressed if the wielder uses it in one hand.

    Ranged: When bound to a dedicated ranged weapon the war avatar may take a move action to double the damage of the next draw. As such abilities such as Manyshot may apply to each arrow. When using this option you gain bonus damage equal to essentia invested after this multiplier is applied. This may also be used with any soulmeld that gives a ranged attack.

    Shield: When bound to a shield it increases the shield AC bonus against attacks of opportunity per point of essentia in the war meld. The War Avatar also gains an effect based upon what kind of shield it is bound to.
    When bound to a buckler the War Avatar no longer suffers the attack penalty while strapped to the arm. Additionally the user may treat themselves as having the Improved Buckler Defense feat.
    When bound to a shield that isn't a buckler or tower shield the user can take a swift action to ready themselves or save others against incoming attacks. The bonus gained from the essentia now applies to all attacks equal to the available the attacks of opportunity the War Avatar has. This may apply against any attack that is made in or has a line of effect through the wielder's base threat area(reach property doesn't apply). The War Avatar must be aware of the attack in order to benefit the ally. This lasts for one round.
    When applied to a tower shield the War Avatar can make attacks at a -4 penalty when using the full defense option, but not full attacks. Additionally, they can give total-cover to an ally within the range of the former option as a swift action, forfeiting that benefit for themselves. Additionally the ally only keeps it if they stay in the base reach of the War Avatar, but may regain it if the War Avatar moves back in the designated range. They can choose to regain the full cover by spending another swift action.

    Armor: When bound to a piece of armor every odd point of essentia in this meld reduces the armor check penalty by one, every even one increases the maximum dexterity bonus by one. They also receive additional benefits based what class of armor they wear.
    When bound to light armor they receive a +2 bonus to initiative and may always act during the surprise round. Those who have any form of natural armor may bind the meld to their skin and gain this benefit.
    When bound to medium armor the wearer suffers no reduction in speed because of the armor. They also gain a +4 bonus to resist all combat maneuver checks used against them.
    When bound to heavy armor they gain hit points equal to triple the total armor bonus provided from the suit.

    Warmeld Chakra Binds: Arms: When bound to the arms chakra the War Avatar gets to perform abilities normally outside the range of the weapon they wield. When wielding a melee weapon the user may as a standard action attack a single enemy within 30+5/essentia invested feet with a mystical double. This is still considered a melee attack so it isn't checked by defenses against ranged attacks, however the user isn't subject to defenses that specifically respond to melee attacks. If a War Avatar is wielding a ranged weapon they now threaten an area of 10+5/essentia feet, but they do not threaten adjacent squares or the square in which they occupy.

    Brow: One learns to discern things no normal eye can see and to attack more vital areas. The War Avatar gains darkvision of 60 feet and gain a 1d6 of sneak attack. Additionally any form of precision damage may be applied at a range which doesn't suffer penalties of range increments if it is beneficial. Each point of essentia invested lessens the range increment penalty by one.

    Shoulders: The shoulders bind lends much needed endurance when in dire struggle. The War Avatar is immune to flanking as the warmeld seems to ward against adjacent opponents. Also when fighting defensively or using the combat expertise option of at least 2 The War Avatar gain temporary hit points of 1d6+1/per point of essentia invested.

    L3 Warmeld Double Bind: A warmeld may now be bound to two chakras, armament binds, or both. However the meld may only benefit from one incarnum focus item when it comes to increased essentia capacity.

    Warmeld Chakra Binds: Throat: An individual's strength truly shines in how he aids others. As a standard action one can bolster their allies within 30+5/odd point of essentia giving them a bonus of 2+1/even point of essentia invested to attack, damage, skill checks, or saves. Additionally, any ally that has failed a save against a durational affect may immediately attempt to roll another save against the same DC. This lasts for one round and may be treated as an aid another action for meeting conditions of other abilities.

    Waist: When bound to the waist chakra the warmeld brings balance to the War Avatar and offsets others. Once per round as a free action one can automatically succeed against any effect that could render them prone or a balance check. Additionally, they may treat themselves as one size category larger when determining combat maneuver checks and any opponent they render prone takes 1d6+1/essentia points of damage.

    L4 Warmeld(Bonus Feat): The War Avatar may now choose to apply a bonus fighter or incarnum feat to their warmeld. They do not need to meet the prerequisites of the feat, but it must not be epic(if the character isn't epic) and this doesn't give them an ability if the feat they select requires the use of said ability.

    Warmeld Chakra Binds: Heart: The fervor of battle becomes one with the War Avatar's heart making their presence ever more daunting. Once per encounter they may enter a state akin to rage, but are not mentally hampered by it. They may treat themselves as having one more hit die per four meldshaper levels against spells, spell-like, supernatural, and extraordinary abilities that deal effects based on hit die(max 5). They also gain a bonus on damage rolls equal to essentia invested. This lasts for 1+con. modifier rounds after which they are sickened for an equal amount of time spent.

    L5 Warmeld Mastery: The essentia capacity of the warmeld is expanded by one. Additionally, the War Avatar may as a full-round action that provokes an attack of opportunity reshape a warmeld changing all aspects and chakras bound. They may do this 1+con. modifier times a day

    Warmeld Chakra bind: Soul: The War Avatar now wears their causes and morality proudly emulating that devotion. As such when they bind the warmeld to this chakra they may choose one alignment aspect they have to tune themselves to the following options. If they choose neutral they gain the benefit of the undetectable alignment spell. If they choose any of the others they may use detect evil/good/law/chaos spells appropriate to their alignment as a cleric. They also gain a benefit below that corresponds to the alignment aspect they choose.

    Neutral: As a swift or immediate action, a War Avatar may make a dispel check using their meldshaper level as the casting level against any spell within 60 feet. This can be used once every 1d4+1 rounds. Additionally, they get bonuses on Diplomacy checks equal to essentia invested against creatures that aren't opposed to their alignment.

    Good: As an immediate action the War Avatar may bestow an instantaneous effect of the shield other spell using their meldshaper level as the caster level with the following differences. They can take on ability damage, drain, and negative levels in addition to normal damage. They also can take up to a percentage of that damage equal to 50+5/per point of essentia invested.

    Lawful: As a move action the War Avatar erects a field which alienates and hinders opponents within it. The range is equal to the threatened area of the War Avatar. While an opponent is within this field they are under the effect of the dimensional anchor spell. When a successful attack is dealt they automatically become entangled so long as they remain in the War Avatar's threatened are. This effect lasts for rounds equal to half the user's meldshaper's level. Additionally, all tumble DC's are increased for every point of essentia for opponents in the zone.

    Evil: As a standard action the War Avatar can make a touch attack that bestows a penalty to attack and AC equal to one fourth of their meldshaper level(max -5). A successful will save(10+essentia invested+con. modifier) halves the penalty round down. It also may be delivered by an attack once a round. This lasts for rounds equal to one half meldshaper level, multiple uses do not stack.

    Chaotic: As a free action the War Avatar can invoke an area where the powers of luck and chaos can aid themselves or lash out against enemies. This field at first is fixed around the War Avatar with a radius of 30 feet, however once per round as a swift action it can be moved forty feet so long as the user remains in the field. The War Avatar and allies in this area gain cover. Additionally once per round as a free action the War Avatar can re-roll any dice roll or force a re-roll of an enemy in the field. Either party must take the result of the second roll. This lasts for 1d6+1 rounds. When it has reached the end of its duration the War Avatar must wait 4 rounds to use it again. All spot checks made against the War Avatar and allies are increased by the amount of essentia invested.
    Last edited by Amnoriath; 2018-09-27 at 08:35 PM.

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

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    Feb 2012

    Default Re: Incarnum Blade rehaul

    Is there anything wrong other than I don't have the instructions to make charts on blogs?

  3. - Top - End - #3
    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    I have a chart now may someone please comment?

  4. - Top - End - #4
    Barbarian in the Playground
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    Default Re: Incarnum Blade rehaul

    You'll probably get more customers with a better layout. Without blank lines between abilities, it's harder to read. Most of the abilities are pretty long, so you should split them into paragraph's, too. Make sure to separate your paragraphs with blank lines as this forum removes tabs and spaces at the beginning of the line.

    At first glance, the target appears to be for non-meldshapers to take this class or multiclassed characters who only dipped into a meldshaping class, rather than full meldshapers, as it lacks meldshaper level progression (and associated soulmelds, chakra binds, and chakra access). The class gives some access to some decent and interesting combat abilities at each level, although compared to meldshaping proper (and most classes' access to a wide soulmeld list), there is little in the warmeld binds that's truly new for an otherwise mundane combatant. Unfortunately, since you only get two of these numerous Warmeld Bind options at any given time, the functional strength of the class is somewhat lighter than the packed class features table would suggest.

    The prerequisite-free bonus feat at 4th level has the potential for abuse. I can't think of anything off-hand that would be too problematic, but I'm not really trying. I'm sure other people can find something very dangerous to use with it. You just pick the feat once, right? You don't reselect it every time you reshape the Warmeld? The talk of applying the feat to the Warmeld rather than just gaining it as a bonus feat makes me unsure.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
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  5. - Top - End - #5
    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    Quote Originally Posted by Garryl View Post
    You'll probably get more customers with a better layout. Without blank lines between abilities, it's harder to read. Most of the abilities are pretty long, so you should split them into paragraph's, too. Make sure to separate your paragraphs with blank lines as this forum removes tabs and spaces at the beginning of the line.

    At first glance, the target appears to be for non-meldshapers to take this class or multiclassed characters who only dipped into a meldshaping class, rather than full meldshapers, as it lacks meldshaper level progression (and associated soulmelds, chakra binds, and chakra access). The class gives some access to some decent and interesting combat abilities at each level, although compared to meldshaping proper (and most classes' access to a wide soulmeld list), there is little in the warmeld binds that's truly new for an otherwise mundane combatant. Unfortunately, since you only get two of these numerous Warmeld Bind options at any given time, the functional strength of the class is somewhat lighter than the packed class features table would suggest.

    The prerequisite-free bonus feat at 4th level has the potential for abuse. I can't think of anything off-hand that would be too problematic, but I'm not really trying. I'm sure other people can find something very dangerous to use with it. You just pick the feat once, right? You don't reselect it every time you reshape the Warmeld? The talk of applying the feat to the Warmeld rather than just gaining it as a bonus feat makes me unsure.
    1. Well they are split into paragraphs for each variant ability, but I will space them out as soon as possible.
    2. You are correct as it is a PrC designed to give even the most dedicated fighting builds some diversity in what they can do. I do believe though that the incarnum base classes could make good use of this as most of the good constant heart binds are defensive, the soul chakra comes in way too late, and it technically adds binds faster than any base class. Also they get to have 4 class abilities at any time and may choose to change them up during the day so I wouldn't say it has dead levels. Plus giving a bow a threat range of possibly 50 feet using the soul(lawful aspect) along with mage slayer is pretty unique and effective. Also being able give and/or force any reroll is quite unique as well.
    3. Well keep in mind that they will be at minimum a 9th level character. Yes, they do, along with the first skill bonus, but keep in mind they are fighter feats and incarnum feats(aka only the ones that provide bonuses in the feat themselves). The fact is many fighting feats aren't actually fighter feats for some reason.
    Last edited by Amnoriath; 2013-07-07 at 11:20 AM.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    Anyone else?

  7. - Top - End - #7
    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    Is it really that bad or what? Please someone tell me.

  8. - Top - End - #8
    Ogre in the Playground
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    Default Re: Incarnum Blade rehaul

    PEACH!

    Entry happens after level 5 due to skill requirements. You can dip a non-full BAB class and still get in on time, which is a nice touch. 8 ranks in concentration is not something every full BAB class can do, but that's another reason a dip is allowed. It needs beguiler or spellthief or something to grab 8 skill points in one go, but it's possible.

    d10 hit die, good Fort, full BAB, and 2+ skills is very Fighter. I don't think that 2+ skills should be an option; every class should get at least 4+ (except maybe wizard because Int focus anyway). Skill list is small but includes Incarnum essentials and a few movement things. Maybe throw in swim.

    Warmeld is interesting. The meldshaper level = character level is a good call. The bonus to any skill is interesting, but honestly weaker than available soulmelds. I'm not certain that is bad, but most soulmelds are +2 +e to two different skills, or even more. You might also change the wording of the last sentence for clarity; right now it looks like the bonus to the skill only happens if you are not trained in the skill. Try "The meld gives an insight bonus to the skill equal to 2 plus the amount of essentia invested; the War Avatar is also treated as being trained in the skill."

    Least Chakra binds are ok. The Hands bind should maybe be an insight bonus to hit or to damage all the time, not just for confirming crits.

    Armament binds are interesting. Light melee is clear. I'm not sure what
    Additionally any affect that would allow sneak attack die to damage those normally immune may also be applied to a confirmed critical.
    means in 1-handed melee. You could upgrade it to "In addition, when a critical hit is struck it may deal sneak attack damage in addition, even if the target is normally immune." Two handed melee bind is probably the worst but that is the best style normally so that is ok. Ranged double damage is helpful; you should spell out how this works with Manyshot and Improved Manyshot because they only use one attack roll. I would assume the bonus damage only happens for one arrow, but it would be nice to be certain. Shield bonuses are ok; they save a few feats for bucklers, buff light and heavy shields, and make tower shields less cumbersome. The armor binds are flavorful and not too strong; always acting in the surprise round is maybe a little powerful but it's fine.

    Arms chakra bind: change the underlined part of "If a War Avatar is wielding a ranged weapon they now have a threat range of 10+5/essentia feet, but they do not threaten adjacent squares or the square in which they occupy" to "threaten area within 10'+5'/essentia"; threat range usually refers to critical hits. I like this ability. Brow bind: I assume it reduces the total penalty from range increments, because the penalty is normally -2 per range increment and I don't think you want max range at no penalty for 2 essentia. Shoulder bind: how long do the temp hp last? They can be permanent as long as they overlap and not stack, which is the normal rule for temp hp from the same source.

    Throat bind is useful but not too strong. Waist bind is maybe a little underpowered, honestly. MoI suggests that the waist is for constitution or protection; but things like the Fellmist Cloak and the Adamant Pauldrons mean that the shoulders steal a lot of those options. I'm not sure what to suggest.

    Is the Bonus Feat feature intended to let them choose a [Fighter] or [Incarnum] bonus feat, and they can pick a new feat every time they reshape the warmeld? 'Applying the feat to their warmeld' is confusing language.

    Heart bind is kind of... uninspiring. This is the chakra that gives SR with the Spellward Shirt, or ability damage resistance with the Strongheart Vest. Throw in one of those, or some always-on ability which is defensive in nature. Maybe immunity to polymorph effects.

    Warmeld Mastery is very nice.

    The Soul binds are nice; except for Good and Evil. Maybe give an AoE bonus to AC and/or saves for Good, and make the Evil effect a bit stronger or easier to use.

    Conceptually, the Incarnum Blade has always been weird because it doesn't really have soulmelds. The original version was also bad; you have made something of more reasonable utility and kept the strangeness.

    As for the name, that is one of my weak spots as well. Soul Warrior is a bit bland. Maybe you should make some (better) fluff for the class in general and see if that inspires you.

  9. - Top - End - #9
    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    Quote Originally Posted by Glimbur View Post
    PEACH!

    Entry happens after level 5 due to skill requirements. You can dip a non-full BAB class and still get in on time, which is a nice touch. 8 ranks in concentration is not something every full BAB class can do, but that's another reason a dip is allowed. It needs beguiler or spellthief or something to grab 8 skill points in one go, but it's possible.

    d10 hit die, good Fort, full BAB, and 2+ skills is very Fighter. I don't think that 2+ skills should be an option; every class should get at least 4+ (except maybe wizard because Int focus anyway). Skill list is small but includes Incarnum essentials and a few movement things. Maybe throw in swim.

    Warmeld is interesting. The meldshaper level = character level is a good call. The bonus to any skill is interesting, but honestly weaker than available soulmelds. I'm not certain that is bad, but most soulmelds are +2 +e to two different skills, or even more. You might also change the wording of the last sentence for clarity; right now it looks like the bonus to the skill only happens if you are not trained in the skill. Try "The meld gives an insight bonus to the skill equal to 2 plus the amount of essentia invested; the War Avatar is also treated as being trained in the skill."

    Least Chakra binds are ok. The Hands bind should maybe be an insight bonus to hit or to damage all the time, not just for confirming crits.

    Armament binds are interesting. Light melee is clear. I'm not sure what means in 1-handed melee. You could upgrade it to "In addition, when a critical hit is struck it may deal sneak attack damage in addition, even if the target is normally immune." Two handed melee bind is probably the worst but that is the best style normally so that is ok. Ranged double damage is helpful; you should spell out how this works with Manyshot and Improved Manyshot because they only use one attack roll. I would assume the bonus damage only happens for one arrow, but it would be nice to be certain. Shield bonuses are ok; they save a few feats for bucklers, buff light and heavy shields, and make tower shields less cumbersome. The armor binds are flavorful and not too strong; always acting in the surprise round is maybe a little powerful but it's fine.

    Arms chakra bind: change the underlined part of "If a War Avatar is wielding a ranged weapon they now have a threat range of 10+5/essentia feet, but they do not threaten adjacent squares or the square in which they occupy" to "threaten area within 10'+5'/essentia"; threat range usually refers to critical hits. I like this ability. Brow bind: I assume it reduces the total penalty from range increments, because the penalty is normally -2 per range increment and I don't think you want max range at no penalty for 2 essentia. Shoulder bind: how long do the temp hp last? They can be permanent as long as they overlap and not stack, which is the normal rule for temp hp from the same source.

    Throat bind is useful but not too strong. Waist bind is maybe a little underpowered, honestly. MoI suggests that the waist is for constitution or protection; but things like the Fellmist Cloak and the Adamant Pauldrons mean that the shoulders steal a lot of those options. I'm not sure what to suggest.

    Is the Bonus Feat feature intended to let them choose a [Fighter] or [Incarnum] bonus feat, and they can pick a new feat every time they reshape the warmeld? 'Applying the feat to their warmeld' is confusing language.

    Heart bind is kind of... uninspiring. This is the chakra that gives SR with the Spellward Shirt, or ability damage resistance with the Strongheart Vest. Throw in one of those, or some always-on ability which is defensive in nature. Maybe immunity to polymorph effects.

    Warmeld Mastery is very nice.

    The Soul binds are nice; except for Good and Evil. Maybe give an AoE bonus to AC and/or saves for Good, and make the Evil effect a bit stronger or easier to use.

    Conceptually, the Incarnum Blade has always been weird because it doesn't really have soulmelds. The original version was also bad; you have made something of more reasonable utility and kept the strangeness.

    As for the name, that is one of my weak spots as well. Soul Warrior is a bit bland. Maybe you should make some (better) fluff for the class in general and see if that inspires you.
    1. Yes, that is intentional as the requirements are sort of go along with the flavor of a warrior who looks to history for personal heroes looking to emulate them. It isn't suppose to be as good in boosting skills as it is an untyped bonus and it is modular. I always try to have a rule of affect advantage, in which others can excel in other areas. Remember a meldshaper could easily take this as well. Eh, I wanted something that would stack in some way.
    2. It means if you would have an ability to bypass immunities on your sneak attack it applies to criticals as well. I know it may be redundant but I just find that by RAW criticals don't get treated the same way.
    3. The ranged is intended to work on one draw. So it doesn't apply to iteratives however multiples shots from one draw do apply.
    4. Oops, was thinking about radiuses. No, I always viewed the range increments penalties as cumulative so it would reduce the first range increment to zero and then the next. The idea is that your precision damage die could be used incrementally in longer ranges as you invest essentia.
    5. It is tied to fighting defensively and combat expertise so it renews every time you use it.
    6. It also suggests something to do with balance so I changed up the original waist bind.
    7. The language is intended so that you understand you can change all of your class features through Warmeld Mastery.
    8. Well, keep in mind this character is at minimum a level 9 character while other heart binds at minimum would be level 15 or 16. Also if you look at it easily keeps up with cobalt rage while fending off some point and suck effects(dictum, holy word...etc)
    9. I couldn't think of anything good for Good at the time but I think I have something better. How about a variable Shield Other that can change targets in a certain area? Evil can stay as is, I know the effect isn't spectacular but Evil Incarnates are actually the best incarnates when they invest in the right things because of the huge damage bonuses and necrocarnum soulmelds.
    Last edited by Amnoriath; 2013-07-08 at 11:42 PM.

  10. - Top - End - #10
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Incarnum Blade rehaul

    I like this I really do.

    However in keeping it with the spirit of MoI you went along with the one thing I hate in the book.

    Why does alignment determine what a person can learn? It is like the incarnate who is lawful can never be a good ranged character but the chaotic one can be...

    Alignment should dictate my morals and ethics, not my capacity to learn.

    How about dropping the alignment restrictions and give people the choice of what ability to use? Or perhaps a feat to allow the incarnum blade PC to count their alignment as another for the purposes of all class features and shaping soulmelds. Each day when shaping the PC gets to choose the original alignment or the new one. This works on one axis at a time. CN could become LN for the purposes of class features and soulmelds.

    Then I could have a Lawful Incarnate Incarnum Blade that focuses on ranged attacks!

  11. - Top - End - #11
    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    Quote Originally Posted by Perseus View Post
    I like this I really do.

    However in keeping it with the spirit of MoI you went along with the one thing I hate in the book.

    Why does alignment determine what a person can learn? It is like the incarnate who is lawful can never be a good ranged character but the chaotic one can be...

    Alignment should dictate my morals and ethics, not my capacity to learn.

    How about dropping the alignment restrictions and give people the choice of what ability to use? Or perhaps a feat to allow the incarnum blade PC to count their alignment as another for the purposes of all class features and shaping soulmelds. Each day when shaping the PC gets to choose the original alignment or the new one. This works on one axis at a time. CN could become LN for the purposes of class features and soulmelds.

    Then I could have a Lawful Incarnate Incarnum Blade that focuses on ranged attacks!
    1. The alignment aspect is only associated with the soul chakra, in which everyone can choose from 2 of the 5. You still have 19 other choices to choose from.
    2. The only banned alignment is true neutral because then they would only get one soul chakra aspect. While I could add it to me it would only be because so that anyone can dip and go, not because adding true neutral actually fits with the spirit of this PrC.
    3. Yes, the incarnate has screwed up restrictions and the designers only gave good and evil their own list. However, that is the problem with the original Incarnate, not this. If were to remake it would resemble a Factotum. If you want to be Lawful War Avatar archer this PrC is very capable of giving it to you allowing for up to a 45 ft threat area in which they can't teleport and get entangled right after an attack.
    Last edited by Amnoriath; 2013-07-09 at 08:23 AM.

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    Bugbear in the Playground
     
    Flumph

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    Default Re: Incarnum Blade rehaul

    I changed the good aspect on the soul chakra and tweaked some others.

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    Default Re: Incarnum Blade rehaul

    Hm, I find this class interesting, it has a lot of options to it, even as a mainly melee class those options make this class fairly versatile. Added onto an incarnate/fighter base and you have a fairly good setup IMO.

    On specifics, I didn't see the original before it was cleaned up, but, I particularly like the floating bonus feat and the different abilities between the various weapons, armors, and shields. My personal favorite being the fact that a one-handed weapon can cover three of the four weapon options depending on how you hold it, gives a fairly good einhander setup, with is a favorite of mine despite it not being very effective in D&D rules.

    Can't say I see anything glaringly wrong with it, or really wrong at all.
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    Bugbear in the Playground
     
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    Default Re: Incarnum Blade rehaul

    Quote Originally Posted by EdroGrimshell View Post
    Hm, I find this class interesting, it has a lot of options to it, even as a mainly melee class those options make this class fairly versatile. Added onto an incarnate/fighter base and you have a fairly good setup IMO.

    On specifics, I didn't see the original before it was cleaned up, but, I particularly like the floating bonus feat and the different abilities between the various weapons, armors, and shields. My personal favorite being the fact that a one-handed weapon can cover three of the four weapon options depending on how you hold it, gives a fairly good einhander setup, with is a favorite of mine despite it not being very effective in D&D rules.

    Can't say I see anything glaringly wrong with it, or really wrong at all.
    That was exactly my intention in revamping it. The whole idea of Incarnum is that there is well-spring options to choose from and you can modulate them in battle. It really seemed like WoTC were incredibly hesitant with the original having an abilities strictly worse than cheaply bought enchantments. Others with typed bonuses so small any other Incarnum character would roll around laughing at it while only leaving additional hit points and large combat maneuver defense bonuses/improved uncanny dodge left. However, what really ticked me off is it didn't have an essentia pool so it was PrC that fully defied the idea of Incarnum when there were only two options worth having(Well, even this is questionable) in the end at fourth level.
    Yeah, I made those with the idea that a lot of people aren't going to come in with an Incarnum base class as with the original. They need their item slots and being able to make things harder to dispel is always a good thing. I also made it so that non-optimal fighting styles would benefit more. Personally, though I thought it makes a better ranged set-up.

    P.S. You wouldn't happen to have better name in mind, would you?
    Last edited by Amnoriath; 2013-07-31 at 12:18 PM.

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