A New Incarnum Base Class - Help Needed [Archive] - Wizards Community

Post/Author/DateTimePost
Saros

06-30-06, 10:41 PM
The Soul Nexus
Incarnum is the pool of life, a substance through which every aspect of the Universe can be expressed. Incarnates seek to emulate the ideal alignment, soulborns shape incarnum for the strength it provides, and totemists channel the power of the great magical beasts of the world. Each method, while offering a taste of perfection, does not enable the shaper to embrace the Universe as a whole. This is what the soul nexus seeks. By remaining strictly neutral and touching all parts of incarnum, soul nexuses hope to achieve total oneness with the Universe; a state of perfection and unsurpassed wisdom.

Table 1-1: The Soul Nexus. Hit Die: d8.
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Alertness
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Node Chakra Bind
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Chakra Binds (Crown, Feet, Hands)
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6 Chakra Binds (Arms, Brow, Shoulders)
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Chakra Binds (Throat Waste)
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Chakra Binds (Heart)
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Node Perfection
Class Skills (4 + Int modifier per level, x 4 at 1st level): Concentration, Craft, Knowledge (Arcana), Knowledge (Nature), Knowledge (The Planes), Listen, Profession, Spellcraft, Spot, Survival, Swim.

Weapon and Armor Proficiency: Soul nexus are proficient with all simple weapons, as well as light armor and shields. They are not proficient with tower shields.

Meldshaping: See the totemist ability, pages 29 to 30 in Magic of Incarnum. Unlike the totemist, the soul nexus has his own soulmeld list, filled with melds that represent various facets of the world. The soul nexus uses the Meldshaping section of table 2-4: The Totemist, on page 29 of Magic of Incarnum, to determine their soulmelds, essentia, and chakra binds.

Chakra Binds: See the totemist ability, page 30 in Magic of Incarnum.

Node Chakra: At 3rd level, the soul nexus gains access to a unique chakra: the node chakra. This chakra is not associated with any location on the body, but rather represents that innate connection to reality that all soul nexus share. When you bind a soulmeld to your node chakra, you take on characteristics of the Universal ideal represented by that meld. Since the node chakra does not match a body location, binding a soulmeld to this chakra doesn't restrict the use of magical items. There are only six known soulmelds that can occupy the node slot: aspect of the construct, elemental aspect, aspect of life, aspect of magic, aspect of the mind, and aspect of shadow. These soulmelds can only occupy and be bound to the node chakra, and represent an aspect of reality as a whole.

There are a number of other soulmelds that contain the [Nexus] subtype. These nexus soulmelds, as they are known, are always "attuned" to a specific node soulmeld, indicated in their description. When you have a node soulmeld shaped, you gain benefits dependant upon how many nexus melds attuned to that node soulmeld you have shaped at the same time. In addition, the essentia capacity of your node soulmeld increases by 1 for each attuned nexus meld that you have shaped and bound to a chakra.

Node Perfection: A 20th level soul nexus has learned to not only represent the ideal of their node meld, but to embody it. As a free action that does not provoke attacks of opportunity, he can increase the amount of essentia invested in his node soulmeld and any attuned nexus soulmelds to the maximum essentia capacity of that soulmeld. In addition, the essentia capacity of the attuned nexus soulmelds increase by 1 for each attuned nexus soulmeld shaped and bound to a chakra. This lasts a number of rounds equal to 3 + his Constitution modifier, and is usable once per day.
Exooki

06-30-06, 10:52 PM
i too are right now working on a base class that involves some incarnum. strictly evil though. a suggestion is instead of basing max essentia by level instyead by how mant melds are bound? each on increases them by one. if you use this however be sure to lower the effects as that could become too strong very fast.

jsut a question on their personality being completely neutral would that be indifferent and uncaring? or intriqued but does not act? another ability is gaining resistences to all forms of enerygy as they become atttuned to the universe. a requirement to go to the bastion of souls sounds cool and appropriate also as that is where life truly begins and ends for the universe.

i like your idea hope this helps and ill try to post some mroe later. may i suggest throwing out some more ability ideas? little bare there on the table
Saros

06-30-06, 11:17 PM
I suppose the Player's Handbook can describe best what I mean by true neutral: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Ability ideas? Well, for Nodes I was thinking something along the following lines:


Construct: This would include lots of immunities, with a few drawbacks.
Death: I'm not sure how this would work out. Maybe undead traits?
Elemental: The standard fire, earth, air, water.
Life: Probably healing powers and such.
Magic: Guess.
Mind: Both attacks and defenses regarding the mind.
Nature: Mainly animal-esque abilities.
Shadow: Encompasses both stealth and speed; think rogue.
thasis

07-01-06, 12:46 AM
I personally think we need a Necrocarnate base class... :D

But as for this, the concept is realy good. Reminds me of University of Planet from Sid Mier's Alpha Centuria... good game...

The concepts are looking good so far. How are the Soulmelds going to work? More or less then the Incarnate? If you mentioned that and I missed it I'm truely sorry.
wolfie-kun

07-01-06, 01:33 AM
The way it sounds having a d8 hit die and a med attack bonus progression is going to make them a little too powerful...

However, it's past 1am and I haven't really eaten anything, so I don't have ideas to help you :(
Saros

07-01-06, 01:05 PM
The concepts are looking good so far. How are the Soulmelds going to work? More or less then the Incarnate? If you mentioned that and I missed it I'm truely sorry.
Hmm. There'll definitely be less soulmelds than the incarnate. I'm thinking four for each Node, so . . . thirty-two? Well, that actually might not be less than the incarnate. If the Nodes were cut down to five or so, then that would bring it down to twenty. That sounds about right. :) Node list: Construct, Elemental, Life, Magic, Mind, and Shadow. Death has been assimilated by Life, and Nature has been usurped by Elemental.


The way it sounds having a d8 hit die and a med attack bonus progression is going to make them a little too powerful...
I don't think it'll make them all that powerful. The totemist has a d8 and average attack progression, and they get a lot more special abilities than the current soul nexus layout. In fact, I'm thinking the Align Soulmeld ability can probably just go, as it serves no real purpose and would only make things more complicated.
Saros

07-01-06, 08:03 PM
I've got the skeleton of a new meldshaper base class, but I'm having some difficulties with the mechanics. The premise behind the class - the soul nexus - is this: Incarnum is the pool of life, a substance through which every aspect of the Universe can be expressed. Incarnates seek to emulate the ideal alignment, soulborns shape incarnum for the strength it provides, and totemists channel the power of the great magical beasts of the world. Each method, while offering a taste of perfection, does not enable the shaper to embrace the Universe as a whole. This is what the soul nexus seeks. By remaining strictly neutral and touching all parts of incarnum, soul nexuses hope to achieve total oneness with the Universe; a state of perfection and unsurpassed wisdom.

Like the totemist, soul nexuses possess their own unique chakra: the Node chakra. There are a small number of soulmelds that they can shape and bind only to the Node chakra, and each soulmeld represents a certain aspect of the Universe (think Incarnate Avatar, but much more expansive). Here's where it gets somewhat tricky. Every other soulmeld on the soul nexus' list has a subtype known as "Nexus." Each Nexus soulmeld is tied to one of the Node soulmelds, and has powers related to that soulmeld's theme. (For example, if I've got the Elemental Node soulmeld shaped, its Nexus might resemble a Mantle of Flame or Lightning Gauntlets meld.)

The idea is that, the more "attuned" Nexus melds you have shaped, the greater the corresponding Node meld gets in power. This is where I'm having the most trouble, as I just can't think of a suitable way to make this work. One idea I've got is that the Node soulmelds essentia capacity increases depending on how many attuned Nexus meld you have bound. Using the previous example, if I had the Elemental Node meld shaped and both Mantle of Flame and Lightning Gauntlets shaped and bound to their chakras, the Elemental Node melds capacity would increase by 2.

Another idea I've thought about is that you can "unlock" certain abilities depending upon both the Node meld and how many attuned soulmelds you have shaped. It would look something like this:

Elemental Node

One Attuned Meld Shaped: You gain Fire Resistance 5.
Two Attuned Melds Shaped: You gain Cold Resistance 5.
Three Attuned Melds Shaped: You gain Acid Resistance 5.
Four Attuned Melds Shaped: You gain Electricity Resistance 5.


Of course, this would mean that the granted abilities would increase slightly in power the more attuned melds you have shaped, because your normal meldshaper versatility is going down. The main difficulty with this method is, as you can probably guess, balance. It's hard enough judging the balance of a particular soulmeld (you have to take into account which chakra it occupies, how powerful the bound ability should be depending on the chakra, etc.) without that soulmeld granting even more abilities. The upside to this, however, is that it is much more flavorful that just an increase in essentia capacity.


* * * * *


The current setup I have of the soul nexus' special abilities greatly resembles the totemist, though everything has been toned down a bit to account for the Node-Nexus powers, and a few inappropriate things have been removed. Here's what I've got in that regard:

The Soul Nexus

Hit Die: d8.
Attack Progression: Average.
Saves: Good Fortitude and Will.
Soulmeld Progression: As totemist.
Essentia Progression: As totemist.
Chakra Binds: As totemist.
Skills (4 + Int mod): Concentration, Craft, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Profession, Spellcraft, Spot, Survival, Swim.
Proficiencies: All simple weapons, light armor, and shields.



1. Node Empathy
2.
3. Node Chakra Bind
4.
5. Chakra Binds (Crown, Feet, Hands)
6.
7. Align Soulmeld 1/day
8.
9. Chakra Binds (Arms, Brow, Shoulders)
10.
11. Align Soulmeld 2/day
12.
13.
14. Chakra Binds (Throat, Waist)
15. Align Soulmeld 3/day
16.
17. Chakra Bind (Heart)
18.
19. Align Soulmeld 4/day
20. Node Perfection


Node Empathy would be similar to Wild Empathy, though it would probably have to be based around creature types and subtypes.

Align Soulmeld I see as being able to attune a soulmeld to a specific Node; like making a Death Nexus count as a Life Nexus when determining the benefits. There would probably have to be a time limit to this. In fact, if anyone has a better idea I'd happily replace this ability. I don't see this working. Removed.

Node Perfection would probably be a large benefit akin to Totem Embodiment or True Incarnation; perhaps the Node melds essentia is filled, and its attuned Nexus melds would recieve a small boost in turn.


* * * * *


Well, that's all I've got at the moment. Comments? Suggestions? Fireballs?
fearthedwarves

08-16-06, 05:12 PM
Wow I can't believe I didn't find this untill now...
Well I think this is a great idea now that i've seen it =).

Now onto business

The idea is that, the more "attuned" Nexus melds you have shaped, the greater the corresponding Node meld gets in power.

What if, for every attuned soulmeld to a particular node (take elemental for an example), You gain "automatic" essentia in all soulmelds of that type. This "automatic" essentia does not count against your essentia limit, but otherwise has full effect. The flavor reason for this is that you have temporarily become more in tune with that aspect of the multiverse and are able to use a part of the whole multiverse's power to augment your own.

for example you are a level 12 Soul Nexus, and if you had 2 elemental soulmelds attuned to the elemental node, both of those soulmelds would automatically have 2 essentia in them, and you have the option to invest 3 more in them.

By the way you need more class features.

If I get any more ideas I'll post them for you to consider.

Good luck!!!
Saros

08-16-06, 05:39 PM
That's certainly a valid option. I'll have to think about it.

Why does it need more class features? It's a meldshaping class, so it'll have full meldshaping capabilities plus the powers granted by it's node and nexus melds. The only thing I'd like to add is something to replace the Align Soulmeld ability.
SquirrelMortis

08-16-06, 09:13 PM
Hmmm... Pretty good idea. Keep at it. Oh, and I think you should take soul out of the name. It's pretty redundant if its an incarnum (the Soulborn really irritates me in that way :headexplo)
fearthedwarves

08-16-06, 09:29 PM
That's certainly a valid option. I'll have to think about it.

Why does it need more class features? It's a meldshaping class, so it'll have full meldshaping capabilities plus the powers granted by it's node and nexus melds. The only thing I'd like to add is something to replace the Align Soulmeld ability.


When I said it needed more class features, I was not counting Align soulmeld, if you include that, then I would say its fine. My reasoning for this is simple, Incarnate has rapid meldshaping, Incarnum radiance, and automatic improved essentia capacity; Totemist has a new bind location, a bunch of augments to the new location, and Wild Empathy. The Soul nexus currently has a new bind location, and synergies based off nodes and nexuses. Note that the other classes had three things going for them where as this one only has 2.

Oh Btw, I had an idea for a class feature, but I just thought of it so its still pretty ruff.

By focusing on draining one of the nodes (Construct, Elemental, Life, Magic, Mind, and Shadow) you can severely diminish its effectiveness in the general area ( hows 20ft+ 5 per meldshaper level sound?), and gain some essentia as a side effect. You could make the effects scale with the amount you drain from the node. Call it Drain Node or Drain Nexus (yes I know I am horrible with making names, and I’m ok with that.)

For example if you drained the elemental node you could give these effects:

Least drain: All elemental spells and spell like abilities is cast at -1 CL; you gain one essentia

Lesser drain: All elemental effects deal 5 less damage; moderates elements in the area (fire is less hot, ice gets a little warmer, wind gets calmer ect); you gain 2 essentia.

Normal drain: All elemental spells and spell like abilities are cast at -3 CL; elemental affects are further moderated, and ice melts and non magic fire goes out, the temperature becomes neutral, storms subside, wind stops, acids become water ect; you gain 3 essentia

Improved drain:All elemental effects do -15 damage instead of –5; Even magic fire goes out magic acid become water ect; Elementals that enter the area of effect must make a will save DC 10 + 1/2 manifester level + CON modifer or be banished back to there home plane; you gain 4 essentia

greater drain: everything in the area of effects is immune to all elemental energy of any kind; you gain 5 essentia

Hm... that looks a little overpowerd but you get the concept right?

Anyway hope that helps you a little.

edit: Fixed some dumb grammer errors, not all of them I'm sure.
Saros

08-16-06, 10:05 PM
SquirrelMortis: If I took out the "soul" part of it, it would just be "The Nexus", and Szatany's already made a base class called the Nexus. If you've got another suggestion, though, please don't hesitate to say so. :) A different name would probably be a plus, and might eliminate confusion between the class and nexus melds.

fearthedwarves: I get the idea, and I like it so far. I'll start putting something together and post it tomorrow for review.
Kaiberon

08-17-06, 09:02 PM
I like this idea right now, but i'm only skimming. I like it enought to bookmark this page then comeback when I have the time to dedicate to helping hammer it out.

A brief criticism/compliment(?) is that as is it's going to require a slew of new soulmelds, which either sounds fun or daunting.

I love the Incarnum system, it eliminated the need for me to concern myself with gear for the most part but the lack of support for it in a lot of later books has ticked me off <sigh> but psionics was my fiorst love and it has seen more support recently, including being included on the the latest version of the "generic pc" character sheet...

That's right It's CORE NOW BABY!
Saros

08-18-06, 11:48 AM
We can only hope incarnum will follow in it's footsteps. :) I don't mind designing tons of new soulmelds, though it might be hard thinking up some new and original (yet still balanced) effects that fit in with each theme.

More to come soon. I spent most of yesterday formatting another class idea of mine into BBcode so I could post it on the boards, and I'd like to finish that up before starting this.
Saros

11-16-06, 05:54 PM
:bump: Any new comments? Ideas?
Saros

11-19-06, 11:52 PM
I've put up a rudimentary description of the class, and moved the original post to post 7. I'll get up a list of soulmelds and such soon, and eventually get around to posting a new thread so this isn't quite as disorganized. ;)

~Saros
Saros

11-20-06, 01:23 AM
Meh. I just went ahead and made the new thread (http://boards1.wizards.com/showthread.php?t=742346). Take all discussion (or lack thereof) over there, please.

~Saros