Author Topic: Green Man [incarnum base class]  (Read 15105 times)

Offline sirpercival

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Green Man [incarnum base class]
« on: August 23, 2014, 07:46:47 AM »
GREEN MAN


A Green Man is an incarnum user who wields the slow, quiet souls of plants and fungi.

MAKING A GREEN MAN
A Green Man is a multipurpose character, like all incarnum users.
Abilities: Wisdom and Constitution are very important for a Green Man's meldshaping (and hit points and Will saves); Strength and Dexterity are important for a Green Man focusing on combat.
Races: Mandrakes are the most common Green Men, along with other incarnum races like Azurin, and races drawn to cultivation of flora like elves and halflings.
Alignment: Any, but usually neutral.
Starting Gold: As totemist.
Starting Age: As totemist.

Class Skills
The Green Man's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Hit Dice: d8


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Soulmelds
Essentia
Pool
Chakra
Binds
1st+0+2+0+0Photosynthesis, soul of the forest210
2nd+1+3+0+0Chakra bind (hands)321
3rd+2+3+1+1Whispered vigilance (1st)331
4th+3+4+1+1Chakra bind (crown, feet)431
5th+3+4+1+1Capacity for growth +1441
6th+4+5+2+2Soulseed452
7th+5+5+2+2Whispered vigilance552
8th+6/+1+6+2+2New growth562
9th+6/+1+6+3+3Chakra bind (arms, brow, shoulders)673
10th+7/+2+7+3+3Improved soulseed683
11th+8/+3+7+3+3Whispered vigilance (2nd)693
12th+9/+4+8+4+4Capacity for growth +26103
13th+9/+4+8+4+4Greater soulseed6113
14th+10/+5+9+4+4Chakra bind (throat, waist)7123
15th+11/+6/+1+9+5+5Whispered vigilance7134
16th+12/+7/+2+10+5+5Improved new growth7144
17th+12/+7/+2+10+5+5Chakra bind (heart)8164
18th+13/+8/+3+11+6+6Germinate8185
19th+14/+9/+4+11+6+6Whispered vigilance (3rd)9205
20th+15/+10/+5+12+6+6Chakra bind (soul)9225

Weapon and Armor Proficiencies: As a Green Man, you gain no proficiencies with armor, though you are proficient with simple weapons and any natural weapons or armor you acquire from class features or soulmelds.

Meldshaping: A Green Man's primary ability is shaping incarnum soulmelds, which are drawn from the Green Man soulmeld list (given below). You know and can shape any soulmeld from this list. The Difficulty Class for a saving throw against a Green Man soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your Green Man level.

A Green Man can shape only a certain number of soulmelds per day, as given 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 allowed for your level, 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, you can shape an increasing number of soulmelds.

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 (this pool is in addition to the extra point of essentia you gain from the Green Man base traits). Your Hit Dice, as noted on Magic of Incarnum Table 2—1: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action each round, you can reallocate your essentia investments. A Green Man 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 (see the Chakra Binds column on the table above). At 2nd level, you can bind a soulmeld to your hands chakra. Beginning at 4th level, you can bind soulmelds to your crown or feet chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras, and at 14th level, you can bind soulmelds to your throat or waist chakras. At 17th and 20th level, you unlock you heart and soul chakras, respectively.

Photosynthesis (Ex): Green Men learn quickly to draw upon the light of the sun for sustenance, like the plants they emulate. If you spend at least 1 hour per day in bright sunlight (or equivalent magical light, such as the daylight spell), you do not need to eat or drink.

Soul of the Forest (Su): A Green Man wields the warm, often-dormant soul of nature. By calling this nascent animus to his will, the Green Man becomes a powerful and deadly combatant. Whenever you are in a natural environment, your Green Man soulmelds cannot be unshaped against your will. In addition, you gain an armor bonus equal to twice the number of Green Man soulmelds you have shaped at any time; this armor bonus does not stack with an armor bonus from any other source. You may invest essentia into this class feature as you would any other essentia receptacle (subject to the usual maximum); for each essentia invested this way, you gain a +1 enhancement bonus to your armor bonus granted by this class. In addition, when you gain this class feature, you may select a +1-equivalent armor enchantment, which you can apply instead of the +1 enhancement bonus when investing essentia into this class feature. You may change the chosen armor enchantment each time you gain a level of Green Man, and may choose equivalent enchantments up to the maximum enhancement bonus you can generate (due to the limit on invested essentia).

Whispered Vigilance (Sp): The trees are always watching, and a Green Man can tap into that knowledge. At 3rd level, choose a 0th- or 1st-level divination spell, which you may use once per day as a spell-like ability. If you have a racial spell-like ability, you may spend uses of that ability in place of daily uses of this ability, and vice versa. Once per day, you can invest essentia into this class feature to gain one additional daily use of this ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

At 7th level and every 4 levels after, you may select an additional divination spell as a spell-like ability, using the same pool of daily uses. At 11th level and 19th level, the maximum level of divination spell you can select increases by 1, as shown on the table above.

Capacity for Growth (Ex): A Green Man wields a more primal form of incarnum, built of the souls of plant creatures throughout history. Like his forebears, he grows. At 5th level, and again at 12th level, the essentia capacity of your feats, racial abilities, and class features increases by 1, superseding the number on MoI Table 2—1. This does not apply to soulmelds or magic items, but only to feats, class features, or other abilities that allow essentia investment.

Soulseed: As plants are cultivated for food, tools, and companionship, so a Green Man learns to cultivate incarnum for use by everyone. At 6th level, you gain Soulcrafting as a bonus feat, even if you don't meet the prerequisites.

New Growth (Su): Plants are known for incredible rates of growth, and as a Green Man you emulate this ability. Starting at 8th level, you heal 1 hit point every 10 minutes, and 1 point of ability damage every hour. Once per day, you may invest essentia in this ability to increase the amount of hit point and ability damage you heal by 1 point per invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

Improved Soulseed: Green Men can share the bounty of their abilities. At 10th level, you gain Chakraic Panoply as a bonus feat, even if you don't meet the prerequisites.

Greater Soulseed: The generosity of a Green Man knows no bounds. At 13th level, you gain Azure Technochorigisy as a bonus feat, even if you don't meet the prerequisites.

Improved New Growth (Su): A Green Man sprouts like bamboo. Upon reaching 16th level, your New Growth ability heals you 1 hit point per minute and 1 point of ability damage per 10 minutes, increased via essentia as normal.

Germinate (Su): Green Men can plant the seeds of their own renewal. Starting at 18th level, once per day you can invest essentia into this ability. If you die with essentia invested in this ability, you are automatically reincarnated as a Mandrake after 1 hour. This effect otherwise functions as per the reincarnate spell. Reduce the delay time by up to 10 minutes per invested essentia (to a minimum of 1 minute). Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

If you are returned to life by some other means before you are reincarnated by this ability, the effect is canceled.
« Last Edit: September 02, 2014, 08:05:52 PM by sirpercival »
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Re: Green Man (monster class)
« Reply #1 on: August 23, 2014, 07:52:05 AM »
Green Man Soulmeld List
  • Any
    • Topiary Garment -- Stand perfectly still, as a statue
  • Crown
    • Green Crown -- Create a sleep effect
    • Myconic Growth -- Release spores to alert your allies
    • Woad Cap -- +4 insight bonus to Balance checks
    • Yellow Musk Bracers -- Gain a vine whip natural attack
  • Feet
    • Briarvex Boots -- Gain woodland stride
    • Gaseous Galoshes -- You cannot be flanked
    • Kelp Clogs -- Cold resistance 5
    • Woad Cap -- +4 insight bonus to Balance checks
  • Hands
    • Ironmaw Gauntlets -- Your natural attacks cause blood loss
    • Oaken Gloves -- +1 enhancement bonus to Strength
    • Orcwort Tunic -- +1 enhancement bonus to Constitution
    • Sundew Gloves -- Creatures attacking you take 1d6 acid damage
    • Twist of Night -- +1 resistance bonus to saves
  • Arms
    • Assassin Cowl -- +4 insight bonus to Listen checks
    • Oaken Gloves -- +1 enhancement bonus to Strength
    • Twist of Night -- +1 resistance bonus to saves
    • Yellow Musk Bracers -- Gain a vine whip natural attack
  • Brow
    • Assassin Cowl -- +4 insight bonus to Listen checks
    • Greenvise Mask -- Sense creatures in contact with vegetation
    • Phantom Veil -- +4 insight bonus to Move Silently checks
    • Vine Visage -- +4 insight bonus to Escape Artist checks
  • Shoulders
    • Battlebriar Cloak -- Gain a thorn volley natural attack
    • Cape of Needles -- Sprout spines which act as armor spikes
    • Myconic Growth -- Release spores to alert your allies
    • Tumblebrush Cloak -- Gain a 20% miss chance vs piercing attacks
  • Throat
    • Dark Collar -- Fire resistance 5
    • Myconic Growth -- Release spores to alert your allies
    • Sporebat Pendant -- Gain a 20% miss chance in shadows
    • Twist of Night -- +1 resistance bonus to saves
  • Waist
    • Fungusash -- Startle your enemies with a piercing shriek
    • Mantle of Blossoms -- Become Tiny and gain a fly speed
    • Octopus Belt -- Acid resistance 5
    • Tendriculos Cincture -- +2 enhancement bonus to natural armor
  • Heart
    • Ironmaw Gauntlets -- Your natural attacks cause blood loss
    • Mantle of Blossoms -- Become Tiny and gain a fly speed
    • Orcwort Tunic -- +1 enhancement bonus to Constitution
    • Shambling Vest -- Electricity resistance 5
  • Soul
    • Battlebriar Cloak -- Gain a thorn volley natural attack
    • Gaseous Galoshes -- You cannot be flanked
    • Greenvise Mask -- Sense creatures in contact with vegetation
    • Treant Shroud -- Deal double damage vs objects
    • Twist of Night -- +1 resistance bonus to saves

Green Man Soulmeld Descriptions
(click to show/hide)
« Last Edit: September 03, 2014, 10:58:05 AM by sirpercival »
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Re: Green Man (monster class)
« Reply #2 on: August 23, 2014, 07:52:26 AM »
Mandrake


Mandrake Racial Traits:
  • -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. A Mandrake is tough as old teak, and bears the wisdom of the earth; however, he is stolid and inflexible, and finds it hard to relate to other, quick-blooded races.
  • Medium Plant (Bloodsap, Incarnum): Your type is Plant, with the Bloodsap and Incarnum subtypes, which grant you the following traits:
    • Low-light vision.
    • Unlike other plants, your mind is relatively awake and quick-moving. Mandrakes are not immune to mind-affecting spells and effects.
    • Like other plants, Mandrakes are immune to poison, sleep effects, paralysis, and stunning.
    • Unlike other plants, a Mandrake's faster metabolism means that they are subject to critical hits and polymorph spells and effects.
    • Similarly, a Mandrake's metabolism means that they must sleep, breathe, and eat.
  • Sturdy Oak (Ex): A Mandrake counts as one size category larger than normal when grappling, and for resisting bull rush and overrun attempts.
  • Rootstaff (Sp): A Mandrake can use shillelagh as a spell-like ability once per day. In addition, once per day, a Mandrake can invest essentia into this racial ability, gaining an additional daily use of the spell-like ability for each invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
  • Essentia Pool: A Mandrake's essentia pool is permanently increased by 1. If he doesn’t have an essentia pool, this trait grants him one with a single point of essentia.
  • Automatic Languages: Common, Sylvan. Bonus languages: Any.
  • Favored Class: Cycle Warden, Druid, Green Man.
« Last Edit: August 24, 2014, 08:20:37 AM by sirpercival »
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Offline Raineh Daze

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Re: Green Man (monster class)
« Reply #3 on: August 23, 2014, 08:14:02 AM »
Treemendously un-plantlike. What kind of pansy tree needs to sleep? :P

It only goes up to level 15?

Also, there's a minor typo in the table, on the fort save column. I admit, I mostly posted for the pun.

Offline sirpercival

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Re: Green Man (monster class)
« Reply #4 on: August 23, 2014, 08:20:57 AM »
Treemendously un-plantlike. What kind of pansy tree needs to sleep? :P
Ha. :P

Quote
It only goes up to level 15?
Yep. Why not?

Quote
Also, there's a minor typo in the table, on the fort save column. I admit, I mostly posted for the pun.
Thank you, fixed. :)
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Offline phaedrusxy

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Re: Green Man (monster class)
« Reply #5 on: August 23, 2014, 10:16:05 AM »
Do you feel this race would be unbalanced if it weren't required to take the first level of the racial class? Since you've removed the most potent of the immunities from the plant type, it should be fine as a standalone race.

Indeed, why tie the class to the race as well? It seems that if they were entirely separate write-ups it would be fine. I could see wanting to play a green man druid, or an azurin... green man class (or whatever... they'd obviously need separate names :P ).
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Offline Stratovarius

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Re: Green Man (monster class)
« Reply #6 on: August 23, 2014, 11:24:22 AM »
Soul of the Forest is unfinished, so you might want to sort that out.

Otherwise , it looks like a fun class that is on the lower end of the tier scale, like most of the incarnum classes are. Also, the only 15 level thing is a little weird. 

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Re: Green Man (monster class)
« Reply #7 on: August 23, 2014, 01:11:46 PM »
Do you feel this race would be unbalanced if it weren't required to take the first level of the racial class? Since you've removed the most potent of the immunities from the plant type, it should be fine as a standalone race.
Well, the base race is essentially Chloromorph... I can beef it up if you think that's warranted.

Quote
Indeed, why tie the class to the race as well? It seems that if they were entirely separate write-ups it would be fine. I could see wanting to play a green man druid, or an azurin... green man class (or whatever... they'd obviously need separate names :P ).
I see that, certainly, but my conception of it was as a monster class, and so I constructed it in the same fashion as Time Dimensional and Spelljammer...

Soul of the Forest is unfinished, so you might want to sort that out.
Whoops, good catch! I'll fix.

Quote
Otherwise , it looks like a fun class that is on the lower end of the tier scale, like most of the incarnum classes are. Also, the only 15 level thing is a little weird. 
Well, it's a monster class. No reason to make it 20 levels in that case.
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Offline Raineh Daze

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Re: Green Man (monster class)
« Reply #8 on: August 23, 2014, 01:18:57 PM »
Normally, the logic for not making a monster class twenty levels is that the monster it's based on isn't supposed to be that beefy. If you are, in essence, making it up, then you may as well have the full set rather than getting to level 15 and then going "welp, time to learn to be a barbarian/monk/something".

Offline sirpercival

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Re: Green Man (monster class)
« Reply #9 on: August 23, 2014, 01:30:50 PM »
Normally, the logic for not making a monster class twenty levels is that the monster it's based on isn't supposed to be that beefy. If you are, in essence, making it up, then you may as well have the full set rather than getting to level 15 and then going "welp, time to learn to be a barbarian/monk/something".
But... but... then I need to come up with more class feature ideas! :(
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Offline Garryl

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Re: Green Man (monster class)
« Reply #10 on: August 23, 2014, 05:38:58 PM »
Capacity for Growth is self-contradictory.
"the essentia capacity of your feats, racial abilities, and class features increases by 1"
"This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment."

Mantle of Blossoms should probably have a shoulder bind, it being called a mantle and being described almost like a cloak.

Shambling Vest (heart) should specify that the temporary hit points go away at some point. I'd recommend 1 minute or so, unless you want infinite hp with Shape Soulmeld (Lightning Gauntlets).

Do you feel this race would be unbalanced if it weren't required to take the first level of the racial class? Since you've removed the most potent of the immunities from the plant type, it should be fine as a standalone race.

Seconded. You've got a fine base race that functions well and appears balanced on its own. There's no need to add a racial HD.

Offline sirpercival

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Re: Green Man (monster class)
« Reply #11 on: August 23, 2014, 05:57:36 PM »
Capacity for Growth is self-contradictory.
"the essentia capacity of your feats, racial abilities, and class features increases by 1"
"This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment."

Mantle of Blossoms should probably have a shoulder bind, it being called a mantle and being described almost like a cloak.

Shambling Vest (heart) should specify that the temporary hit points go away at some point. I'd recommend 1 minute or so, unless you want infinite hp with Shape Soulmeld (Lightning Gauntlets).

Do you feel this race would be unbalanced if it weren't required to take the first level of the racial class? Since you've removed the most potent of the immunities from the plant type, it should be fine as a standalone race.

Seconded. You've got a fine base race that functions well and appears balanced on its own. There's no need to add a racial HD.
Alrighty then. I'll fix all of this, and write 5 more levels for a standalone base class.
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Offline phaedrusxy

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Re: Green Man (monster class)
« Reply #12 on: August 23, 2014, 06:43:54 PM »
Quote from: Garryl
Do you feel this race would be unbalanced if it weren't required to take the first level of the racial class? Since you've removed the most potent of the immunities from the plant type, it should be fine as a standalone race.

Seconded. You've got a fine base race that functions well and appears balanced on its own. There's no need to add a racial HD.
Alrighty then. I'll fix all of this, and write 5 more levels for a standalone base class.
Plus there is a huge dearth of plant-type creatures, particularly LA 0 ones (even in homebrew). This is probably due to the immunities that come with it typically, but since you've "warforged" them away (which I wholly approve of :D ), that's not a problem here.
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Re: Green Man [incarnum base class]
« Reply #13 on: August 24, 2014, 08:57:34 AM »
OK I split out Mandrake as a separate race, and expanded Green Man to 20 levels. Do I need to come up with more stuff for the dead levels? I probably should... thoughts?
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Offline Gazzien

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Re: Green Man [incarnum base class]
« Reply #14 on: August 24, 2014, 01:18:34 PM »
Well, um...
Quote
at 5th level, and again at 12th level, the essentia capacity of your feats, racial abilities, and class features increases by 1, superseding the number on MoI Table 2—1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

So does it apply to feats, racial abilities, or class features?

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Re: Green Man [incarnum base class]
« Reply #15 on: August 24, 2014, 01:24:59 PM »
Well, um...
Quote
at 5th level, and again at 12th level, the essentia capacity of your feats, racial abilities, and class features increases by 1, superseding the number on MoI Table 2—1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

So does it apply to feats, racial abilities, or class features?
Oh I forgot to fix that. That's what I get for copypasta.

NOT soulmelds.
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Offline Nanshork

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Re: Green Man [incarnum base class]
« Reply #16 on: August 25, 2014, 12:48:43 PM »
Oaken gloves has a type.

Quote
Chakra Bind (Hands)
The wooden gloves thicken, carrying far more mass.

When you bind oaken gloves to your shoulders chakra, you can strike with more force. You gain the benefit of the Power Attack feat, even if you do not meet the prerequisites.


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Re: Green Man [incarnum base class]
« Reply #17 on: August 25, 2014, 12:54:09 PM »
Oaken gloves has a type.

Quote
Chakra Bind (Hands)
The wooden gloves thicken, carrying far more mass.

When you bind oaken gloves to your shoulders chakra, you can strike with more force. You gain the benefit of the Power Attack feat, even if you do not meet the prerequisites.
Thank you, fixed! What do you think?
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Offline Nanshork

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Re: Green Man [incarnum base class]
« Reply #18 on: August 25, 2014, 12:59:30 PM »
Oaken gloves has a type.

Quote
Chakra Bind (Hands)
The wooden gloves thicken, carrying far more mass.

When you bind oaken gloves to your shoulders chakra, you can strike with more force. You gain the benefit of the Power Attack feat, even if you do not meet the prerequisites.
Thank you, fixed! What do you think?

I like it, I went through everything and the only thing that popped out at me as a potential concern was that one typo.  Some of the soulmelds are pretty unique in their effects which makes me happy.  You've got some dead levels but that's pretty normal for Incarnum classes so I'm not super concerned about it. 

The race looks good as well.

Offline linklord231

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Re: Green Man [incarnum base class]
« Reply #19 on: August 25, 2014, 02:55:06 PM »
I noticed a few things.  First, it seems like the scaling for some of the soulmelds is a bit off.  For example, the ones that give energy resistance start at 3 and give +3/essentia.  The official ones all start at 5 or better, and give +5/essentia. 

Second, and more importantly, the class doesn't have any ability to expand the essentia capacity for its soulmelds.  That means the absolute maximum essentia you can invest in a given soulmeld is 6, and realistically is more like 4 because you can't spend a feat and a bunch of gold on more than one or two soulmelds.  The good news is that there don't seem to be too many soulmelds that need a bunch of essentia, and the ones that do could be fixed by better scaling instead of writing a separate class feature. 

I think it's interesting that you chose to scale the damage-dealing soulmelds by increasing die size with essentia, instead of doing +1 enhancement/essentia like Totemist does.  It's very evocative, and goes with the theme of growth.  But it has the unfortunate side effect of making it so that you don't inherently bypass DR/Magic.  Maybe add a clause that says "if you have at least 1 essentia invested in this soulmeld, your attacks strike as magic weapons"?
I'm not arguing, I'm explaining why I'm right.