Incarnum 4th Edition

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Last post
So I posted this on the Hosue Rules board, and no one responded, so I though I'd try this board, which seems to have a lot more people, and there appears to be class-building going on.

I've begun the long process of converting Incarnum, one of the coolest ideas to ever not work quite right and not sell well, to Fourth Edition. The idea is so awesome, and I love the concept of something new that isn't like anything else before it.

So far I have the Azurin racial stats, the Incarnate and Soulborn descriptions, class features, and At-Will powers, and a couple example Incarnate soulmelds, and the basics of the Totemist. Plus a couple feats.

A full discussion of the process before this thread (how I arrived at certain decisions, what people have suggested, and a few ideas for where I'm going with it) can be found here.

A link to the current version PDF: Incarnum 4e

Any advice, ciriticisms, etc. would be appreciated.

Updates: Finished with Totemist class features and At-Will powers. All three classes now have full class features and at-wills. Art has been added.

July 18, 2008: Racial stats are complete.

August 21, 2008: "Play X if you want..." added to each race. Three combat soulmelds, two utility soulmelds, and four level 1 daily channels for soulborn added. Updated a lot of older stuff. Soulborn is now playable to level 2 with one build.

December 31, 2008: I'm working on this again, at least until school starts again. I've updated the races and classes a bit, and totemists now have powers and are playable to level 2 with either build, though only one utility power so far.

January 7, 2009: More powers added and some minor updates.

July 31, 2009: More updates, a few more powers.
and roll 2d6. If the
result is 7

you do know that the odds of that are 1 in 6
Or in other words the same as rolling a 6 on a d6
Yes, I do know that. But have you ever seen someone roll 1d6 at a gambling table? I think not.

Flavor, my friend. Flavor.
Yes, I do know that. But have you ever seen someone roll 1d6 at a gambling table? I think not.

Flavor, my friend. Flavor.

Yes, I do understand. But... hmm. How about some effect when you roll snake eyes?
Hmmm... the "Grip of Earth" level 2 utility should really be an attack power if it has a target and an attack roll. That, or it could be rewritten without the attacking mechanic.

Is it possible to change "magic jewel" into "orb," for which rules already exist? Or do you have more specific flavor in mind for this implement?

I'm a big incarnum fan, so I'm excited to see someone putting this much work into it. Cheers!
Well, I'm working on my own little conversion process, and I would be further along if I didn't have so much stuff to do. I have the 4 races and the incarnate's features done and am working on incarnate soulmelds; it'll be interesting to see where our ideas are similar and where they diverge.

Yes, I do understand. But... hmm. How about some effect when you roll snake eyes?

I'm guessing that's the Lucky Dice meld? The 3e version has you roll 2d6 and gives you a special result on a 7, so that's probably why it's there.
Hmmm... the "Grip of Earth" level 2 utility should really be an attack power if it has a target and an attack roll. That, or it could be rewritten without the attacking mechanic.

Is it possible to change "magic jewel" into "orb," for which rules already exist? Or do you have more specific flavor in mind for this implement?

Grip of Earth is in fact an attack power. Notice that it's a chakra bind power, which is the replacement for daily attack powers. Only the basic powers of a utility meld are utilities. Chakra binds, from combat or utility melds, are all the same sort of powers. Being able to bind utilities is just extra daily power options, basically.

I was gonna make jewels as a new kind of magic item. I haven't gotten there yet though.


Eldritch_Lord, maybe you could post what you've made so far?
I like what you have so far especially how your daily attack powers come from binding a melt to your chakra. Since you will be most likely trading up your known melds when higher level ones open up try not to keep the chakras you can bind with on a similar level, by the time you learn crown melds i doubt you would still have bloodwar gauntlets so it would save you time in the creation process.
Actually, combat soulmelds don't have levels. You can get all of them at level 1. What you get at higher levels is essentia, which you invest in combat soulmelds to keep up with higher level encounter powers. So you could have Bloodwar Gauntlets all the way from 1-30 if you wanted, since you keep learning better essentia to invest in them.
Eldritch_Lord, maybe you could post what you've made so far?

I'm still making the incarnate powers; once those are finished, I'll post what I have (probably somewhere else, so as not to derail your thread) and then move on to the other classes and some Paths. I haven't read your stuff yet, since I didn't want to be unduly influenced by your ideas, but when I post my stuff we can share notes.
I donno, you may get some good ideas, and I might get some from what you have so far. The more ideas the better. Then we could figure out how to do it best, and both work on one thing, instead of each doing all the work.

I'm especially interested in your races, since I only have racial stats for Azurin so far, and I haven't heard anything from the person that was supposedly making the others.

Anyways, I'm done with Totemist features, and I'll upload an update once I have the At-Wills done.
and roll 2d6. If the result is 7

you do know that the odds of that are 1 in 6. Or in other words the same as rolling a 6 on a d6

Actually the odds are 3 in 21 (1/7). You're equally likely to roll 6, 7, or 8. Rolling 4, 5, 9, or 10 is less likely. You're even less likely to roll 2, 3, 11, or 12. Almost half the time (9/21) you're going to be rolling very close to 7 or 7 itself, so while it's less likely than rolling a 6 on 1d6 it will feel more likely.

Result Die Combinations<br /> 2 1+1<br /> 3 1+2<br /> 4 1+3, 2+2<br /> 5 1+4, 2+3<br /> 6 1+5, 2+4, 3+3<br /> 7 1+6, 2+5, 3+4<br /> 8 2+6, 3+5, 4+4<br /> 9 3+6, 4+5<br /> 10 4+6, 5+5<br /> 11 5+6<br /> 12 6+6

The Expanded Psionics Group You don't have to be psychic to join, but it helps!
No, it is actually 1/6 chance, because no matter what you roll on the first die, there is always exactly one number on the second that will make your total 7, and the chance of rolling that one number out of the 6 possible numbers is 1/6.

It actually looks like this, with 36 possible results (6 * 6):
Result Die Combinations<br /> 2 1+1<br /> 3 1+2, 2+1<br /> 4 1+3, 2+2, 3+1<br /> 5 1+4, 2+3, 4+1, 3+2<br /> 6 1+5, 2+4, 3+3, 5+1, 4+2<br /> 7 1+6, 2+5, 3+4, 4+5, 5+2, 6+1<br /> 8 2+6, 3+5, 4+4, 6+2, 5+3<br /> 9 3+6, 4+5, 6+3, 5+4<br /> 10 4+6, 5+5, 6+4<br /> 11 5+6, 6+5<br /> 12 6+6

Remember, 1 and 6 is a differant result than 6 and 1.

[Edit]: Totemist class features and at-wills are done.
Actually, combat soulmelds don't have levels. You can get all of them at level 1. What you get at higher levels is essentia, which you invest in combat soulmelds to keep up with higher level encounter powers. So you could have Bloodwar Gauntlets all the way from 1-30 if you wanted, since you keep learning better essentia to invest in them.

I don't know how i missed this but it is brilliant

As far as your Totemist go the at will attack powers look very balanced against each other
i was wondering 1: why aren't you following the same pattern as tho other Incarnum with meld shaping and where are the utility abilities you have none listed (know or usable per day)
Why do the classes each have two different entries for hp per level?
Ah, typo. The second one is supposed to be surges per day. I'll fix it.

i was wondering 1: why aren't you following the same pattern as tho other Incarnum with meld shaping and where are the utility abilities you have none listed (know or usable per day)

Totemists are differant. They use utility channels, which are just normal utility powers, where the others use utility soulmelds. They use combat soulmelds and essentia in place of encounter powers, just like the others. Then they use primal soulmelds in place of daily powers, while incarnates use chakra binds, and soulborn use normal daily powers.

I don't need to list class features for regular use of powers, which is why there is no mention of daily powers in the soulborn description,, and no mention of utility powers in the totemist description. They use those pwoers like any PHB class would, except they call them channels.
Whoa. Since the release of 4th Ed, I have been toying with the idea of converting incarnum to 4th. I just stumbled across this, and the system you are working on is pretty much EXACTLY what i was toying with as far as actually converting it to 4th ed. At the moment, i've only had a chance to skim it, as i'm at work, but I will certainly give it a full read through later.
my big suggestion would be to set them up as different paths over different classes(I do love how you did it though) I can't wait to see what you do with the skarn! Great job so far!!!
I just did a massive art overhaul for the PDF. It's got borders, page number gems, and images from the original Incarnum (which I assume is legal since I'm not claiming them as my own or selling this). Sadly, I had to add black borders to all tables, since my PDF writer doesn't handle straight lines of other colors too well, it seems (the cells would end up kinda blended into eachother and the background).

I'm playing with Duskling ideas, so what's there now is just some thoughts, plus a racial quote and an image.
mmm pretty
All-in-all, I suppose it's not bad. I don't have much room to compare as I never got into Incarnum.

I don't mind the notion of a difference between Channels and Soulmelds, perhaps instead though making Soulmeld a keyword for most Daily and Utility powers with a worthwhile duration. Perhaps having a few of the Encounter powers with the Soulmeld keyword, with the At-wills and other Encounter powers having the effect of enhancing active Soulmelds.

I'm not sure what to do about Essentia. It really has no place in the current structure of 4e. At best, you could instead call the power source for the classes Essentia. I'm really just not sure how else you could possibly incorporate such an element into the structure of 4e's power system. If you can find a way to rig it in the fashion of an implement, go for it, but that sounds iffy to me.
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The entire point of Incarnum was to be differant, and do things in new ways. I don't think "it doesn't fit the current strcture" is a valid argument against it, since that's kind of the idea. Besides, it seems to "fit" just fine, even though it's different. Essentia is just a class feature, and the classes all get powers at the same levels as normal. Soulmelds need to have more than one power included, since your soulmeld choices limit your chakra bind choices as well.
Besides, it seems to "fit" just fine, even though it's different.

even the multiclassing?
To each their own...I certainly won't touch it, however. Knock yourselves out though. My point was that 4e doesn't do different in that sort of way anymore. They don't do unique mechanics for every power source under the sun. Powers are powers in 4e. The most radical they've gotten so far is the Artifice keyword for Artificers, which I'm interested in, but skeptical of as-is.

Like I said, to each their own and I have no say in anything anyone does, nor would I want such a say. As long as everyone has fun...whatever works then. I have no idea whether or not they'll ever officially do Incarnum for 4e, but I do know one thing with certainty (yes, total certainty, the same way I know that nobody who comes into my store will ever be buying the winning lotto ticket...ever), they won't be doing it that way.

One last thing, I do think they'd stick with disallowing Unaligned for any of the Incarnum classes.

Anyway, have fun.
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even the multiclassing?

Since they use powers differantly, there need to be some special rules for multiclassing, but it's hardly differant from multiclassing into any other class. You take the first feat, then you can switch some powers.

WotC probably wouldn't do it this way, and I'm fine with that. I'm not going to limit myself to what's come before. Just because all the classes so far don't have "unique mechanics," why shouldn't the ones I make?

Then again, who's to say later sourcebooks won't include weird ways of using the system they've built? Probably not the "core" stuff, but maybe some other book.
Well, if they introduce Incarnum again, it'll be in one of the PHBs. They've pretty much stated they won't be putting classes anywhere else (and no, I'm not going looking for specific citations of the fact). Additional powers and paragon paths might pop up in books like Martial Power, Open Grave, etc., but no classes. They're also going to avoid creating the slew of splatbooks they did with 3.5. If they stick to the same rough timing of product releases, I wouldn't expect to see even a quarter of the number of splatbooks they made for 3.5 by the end of 4e.

If you plan on using your homebrew Incarnum even after they release the official version (assuming they ever do), then you're golden, but otherwise you'll be switching. That too might be alright for you. My personal view is that I hate switching from homebrew to official or vice-versa.

But, I'll quit raining on your parade and go my merry way. So long.
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New issue: I want to give rilkans +2 Dexterity, +2 Charisma, but those are the two abilit scores incarnates need least, and rilkans used to have incarnate as a favored class. Maybe +2 Wisdom, +2 Charisma would work? Then they'd make good Soulborn, at least.

[Edit]: Also, the Incarnate is half leader, but has no healing class feature. I'm considering giving them a 1/encounter healing power, but maybe something a little differant from all the other leader classes? I'm not sure what though.

[Edit 2]: Updated with a new healing class feature. It's once per encounter, instead of twice, since the class is only half leader. It doesn't add bonus healing, but instead also allows a save with a bonus. At 16th level, instead of being usable an extra time, it affects two targets.
New issue: I want to give rilkans +2 Dexterity, +2 Charisma, but those are the two abilit scores incarnates need least, and rilkans used to have incarnate as a favored class. Maybe +2 Wisdom, +2 Charisma would work? Then they'd make good Soulborn, at least.

that didnt stop wotc from giving them +2dex -2 str originally:D
True, but I like to consider myself a good game designer. ;)

I'm thinking about giving rilkans Wisdom and Charisma, but then giving them a bonus to reflex defense and initiative, and higher speed, so they'd still be fast.
i cant complain about what youve done with/foe incarnum
i was a 3.5 incarnum fan and i like what you have done. so keep up the good work.
curiousity bump
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c'mon now people, everyone seemed so interested in 4e incarnum...pick it back up.
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I've been distracted lately. Hopefully I'll finish races and enough soulmelds and channels to test at 1st level pretty soon.
I just posted my own take on Incarnum for 4th edition. Naturally I was fascinated to read your conversion when I discovered it. I think I understand why you've gone the route you have but it seems you've set yourself an enormous task of writing rather a lot of Soulmelds and I'm not sure how you are going to keep those melds firmly wed to a specific class role. Still it provides a great deal of flexibility which is defintiely one of the trademarks of the Incarnum concept.

I've taken another approach completely. I've always seen soulmelds as being more like utilities and so I've replaced utilities with soulmelds but left a basic power system in place. I have greatly extended the multiclassing options as well but I fully expect those to be fleshed out for the core classes in later books so I'm not expecting that to be unbalancing.

The rules as stand would probably be sufficient to play a 1st level character and they clearly outline where I'm going but its far from finished. I have a lot of powers still to write.

Anyway, if you'd like to have a look you can find the thread at http://forums.gleemax.com/showthread.php?t=1063023

I think we've taken quite different routes to the same basic place. Although I only discovered your conversion recently its been fascinating comparing how the same basic ideas have lead to a quite different rules system. I would love to know what you think.
I posted a reply on your thread, Cunning_Kindred.

I feel like explaining some of the reasons why I made certain choises:

First, I'm using soulmelds as powers because I've always felt one of the cooler things about incarnum is you have access to the full list of soulmelds at first level. Of course, allowing you to pick and choose from the complete list every day is overpowered, so I have to limit it to soulmelds known, but you can pick the melds you know from the complete list. The fact that I have to write up powers, essentia effects, and chakra binds for every soulmeld doesn't bother me. I'm not going to cut corners just because it's easier. I want this system to be amazing.

I chose to use real chakras, instead of the 10 item slot chakras, because really, the fact that chakra binds could take away your item slots was one of the main reason the system didn't sell before, and the real 7 chakras are much more interesting. Plus, they corrospond to the 7 levels of daily powers perfectly.

I'm using Incarnate, Soulborn, and Totemist as base classes, and I'm making Incarnates controller/leaders mostly because I want to be able to have a full party of incarnum users. I'll be adding lots of paragon paths and feats that other classes can use as well, so introducing incarnum to a game can open up options for any character.

I'm keeping essentia, but simplifying it because I like essentia, but the system was too complex to fit into D&D 4 correctly. It also works perfectly to allow characters to select any (combat) soulmeld at level 1, and keep that soulmeld useful through level 30.

I added channels because they're cool. They make for much easier at-wills, and I can use them to make soulborn and totemists a little differant. Same goes for primal soulmelds for totemists.

I threw out the alignment basis, because alignments are lame, and I don't want them to have any mechanical effect. Incarnate simply wield a type of energy. Most have very strong beliefs, but it's not universal. Soulborn follow some extreme path, but it's left to be defined by the player.



Anyways, I've uploaded a new version. Racial stats are complete. Any thoughts on them?
As I said on the other thread: thanks for the reply.

I should definitely return the favour, so here goes.

First, I'm using soulmelds as powers because I've always felt one of the cooler things about incarnum is you have access to the full list of soulmelds at first level. Of course, allowing you to pick and choose from the complete list every day is overpowered, so I have to limit it to soulmelds known, but you can pick the melds you know from the complete list. The fact that I have to write up powers, essentia effects, and chakra binds for every soulmeld doesn't bother me. I'm not going to cut corners just because it's easier. I want this system to be amazing.

Over all I think that this is a perfectly valid way to go about it. Your only two concerns are that the amount of flexibility that an Incarnum using character has quickly exceeds a wizard's by a great deal - perhaps too much - and that since all three classes have different roles its going to be difficult to blend soulmelds to class roles.

As for the first issue, its something I don't think even my current incarnation of the rules completely resolves. I stepped back from making powers completely tied ot soulmelds which does allow me to limit things to utilities which probably lessens the balance issues buts Incarnum demands flexibility - its almost like one of the keywords of the whole idea - so its not going to be an easy issue to resolve.

The second issue is more interesting. In the end this is what killed soulmelds as powers for me. I did have one half-solution you might want to try in your system. I assigned each soulmeld one of the four roles and than at least half of the soulmelds you choose for your character had to match your class roles. By strongly theming the soulmeld to the role you can than allow the players to decide how focused their particular incarnate, totemist etc. is to their assigned role without having them break away from it completely.

I chose to use real chakras, instead of the 10 item slot chakras, because really, the fact that chakra binds could take away your item slots was one of the main reason the system didn't sell before, and the real 7 chakras are much more interesting. Plus, they corrospond to the 7 levels of daily powers perfectly.

This was the thing I liked about your system as soon as I read it. I feel that the approach I've taken needs the magic item / soulmeld incompatability to be balanced but yours definitely does not. Definitely something you shouldn't let anyone talk you out of - at least as long as the soulmelds are simply a flavour for the normal powers to which your classes are entitled anyway.

Obviously I didn't use a system where magic items and soulmelds could co-exist because my soulmelds are magic items but I avoided a complicated binding system not because I don't like them but because I felt I needed to keep the complexity of the Incarnate class to a minimum. I think your system manages to stray just this side of too complicated - keeping it to only one change per day was probably wise.

I'm keeping essentia, but simplifying it because I like essentia, but the system was too complex to fit into D&D 4 correctly. It also works perfectly to allow characters to select any (combat) soulmeld at level 1, and keep that soulmeld useful through level 30.

This is actually one of the portions of your document I'm the least sure about. I completely understand what you're trying to do. Its just I find the way you've writen it very confusing. I think you should probably get someone to read this little bit of the class description and tell you what they think it says.

If I'm reading it right: when you choice a new soulmeld you learn the base encounter power plus all the advantages that are associated with the level of essentia associated with your level. So a 7th level incarnate learning bloodwar gauntlets gets bloodwar strike with the minor and lesser advantages and everytime he shapes that meld he gets that power - is that right?

I'm not sure what you intend this to say is actually what it says in your pdf - if you see what I mean.

I added channels because they're cool. They make for much easier at-wills, and I can use them to make soulborn and totemists a little differant. Same goes for primal soulmelds for totemists.

I'm still not sure this is going to let you shape the powers to the class roles as completely as the other classes benefit from. Its not going to be enough.

I threw out the alignment basis, because alignments are lame, and I don't want them to have any mechanical effect. Incarnate simply wield a type of energy. Most have very strong beliefs, but it's not universal. Soulborn follow some extreme path, but it's left to be defined by the player.

Couldn't agree more.

Anyways, I've uploaded a new version. Racial stats are complete. Any thoughts on them?

Just read through it. The races do indeed look cool. I hope you don't mind if I nick a few things when I finally get around to the races - especially your Duskling but I'll go through them:

Azurin: Its a nice write up actually but I'm still enamored of my approach with the Azurin. I think I've always felt that a simple feat was sufficient for these guys - in all ways they are just humans born touched by Incarnum. I may steal azurin defence as a racial feat though if you don't mind

Duskling: That really is one of the coolest pictures from the book isn't it. I really like this write up. I think focus essentia might be a little too powerful but I can't be sure till someone playtests it but I do like the idea. Twilight step is very stylish but I think it might be better to model it on the Kobold ability - as it stands it might be overly formidable. Perhaps say that a Duskling who uses a move action to shift can use a minor action in the same round to do so again.

Rilkin: Love daring action. Not sure its better but have you considered just giving the Rilkin Jack of all Trades as a bonus feat instead of the current rules for racial knowledge. That would clearly represent the ability to share all types of knowledge and prevents stacking problems later. Why all-in - I'm not sure I have a problem with the power but I'd love to know the reasoning that lead you to create it. The aid another thing could potentially be abused. I know this is how it worked before but it was abused in some of the games I saw being played. Have you considerd simply giving them the ability to roll a 10 on aid another checks - they reliably and consistantly help each other but give the same bonus other helpers do.

Sharn: Mind and body is powerful but not overly so. I think it would be a great "wow, did I just do that" for the player but the spines are always going to be a problem. I'm still not sure how to deal with this. What you have seems a good start but I'm sure it can be abused. There has to be a balanced way to deal with natural attack - I just wish wizards have given us a single example of a player race with natural attacks on which to base things like this. All the variations I've seen on the forums set off my 'broken' alert.

Hope some of that rambling is useful.
and that since all three classes have different roles its going to be difficult to blend soulmelds to class roles.

As I said in the other thread, each class has its own list of soulmelds that it can shape, so it's not a problem.

If I'm reading it right: when you choice a new soulmeld you learn the base encounter power plus all the advantages that are associated with the level of essentia associated with your level. So a 7th level incarnate learning bloodwar gauntlets gets bloodwar strike with the minor and lesser advantages and everytime he shapes that meld he gets that power - is that right?

What happens is, at each of the listed levels, you learn a new type of essentia in addition to, and separate from, learning new soulmelds. Whenever you rest and whenever you reshape your soulmelds, you can change which essentia is invested in each shaped soulmeld.

For example, if you're level 7, you know 6 combat soulmelds (which have no levels), and the level 3 and level 7 essentia investments. When you shape your soulmelds for the day, you choose three combat soulmelds to be shaped, then choose which soulmelds you want the essentia invested in. Each time you take a short rest that day, you can change your choices.

So you could say shape, for example (I think one of these is a soulborn meld and the others are incanate, but bear with me, I don't feel like looking up stuff), bloodwar gauntlets, lightning gauntlets, and bluesteel bracers. Then you put your level 3 investment into the bloodwar gauntlets, gaining the corrosponding benefit, and the level 7 investment in the bluesteel bracers, gaining the corrosponding benefit. The lightning gauntlets gain only the basic power. Then, when you take a short rest, you can move the investments around.

Only combat melds can have essentia, and only one investment per meld.

Perhaps I'll reword that ability, or add some examples.

I'm still not sure this is going to let you shape the powers to the class roles as completely as the other classes benefit from. Its not going to be enough.

See first comment. Soulmelds are class-specific, not universal.



So for races.

I figure it's easy enough to do a race write up that making azurin a race is easy enough. It makes them feel just a tad more unique, and less completey versatile.

Dusklings don't have a lot of racial powers, compared to other races. They pretty much have 3: low-light vision, twilight step, and focus essentia. So I wanted them to be pretty useful.

I gave Rilkan 'All In' because they're "rakish entrepreneurs and daredevils of fortune." It seemed appropriate to give them an ability that's like a gamble. I wasn't entirely sure of the mechanical effects. Any ideas on a gamble sort of ability would be appreciated. Free Jack-of-all-Trades might be cool, actually. I might do that. The extra +1 from aid another mught be abusable, but not terribly much. Maybe when they use aid another, the aided party also gains a +1 racial bonus to the action, meaning it can't be stacked from multiple rilkan, or added to something you already get a racial bonus to normally.

The natural weapons skarn get are equivalent to a simple weapon that can't be dissarmed or lost. Most classes are better off with military weapons, and any other class can use equivalent weapons anyways, except maybe wizards, but these aren't really a step up so much as a step sideways. The only real utility of the ability is you can't lose the things.

I'm planning to do some racial paragon paths, and one will have to be the spinemeld warrior. I may also have a feat to upgrade the things to the equivalent of military weapons, similar in power to gaining proficiency with any weapon with the weapon proficiency feat, and in fact less useful for those that use military weapons already.

[Edit]: The Azure Defense power might be a little much for a feat. I was going for a power that could replace the human bonus at-will power in usefulness.

I'm going with Jack Of All Trades. Good call. :D I also updated the Team Player ability to grant a racial bonus, so it's no logner stackable.
Maybe when they use aid another, the aided party also gains a +1 racial bonus to the action, meaning it can't be stacked from multiple rilkan, or added to something you already get a racial bonus to normally.

This is a good compromise. You get a solid benefit but its not stackable.

I'm going with Jack Of All Trades. Good call.

It's nice to be useful.
Revived!

I'm now working on this again. I got busy with lots of other things, but I just uploaded an update. Soulborn are now playable to level 2, if you pick Strength over Charisma. Once I add two more soulmelds, they'll be playable with Charisma too. I also made Azurin more unique, and changed around some ability score stuff for the classes.
Wow, this is really cool. I think I may have spotted an error in the Incarnate at-wills, though. Soul Force begins adding Charisma to the rolled damage, but abruptly switches to Intelligence at 21st. Lucky Dice goes from Strength to Wisdom, and Soulspark from Constitution to Intelligence. Is this intentional?
Ah, no, it's not. They used to be those, and I changed them.
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