While some of the flaws are pretty obvious, does anyone care to elaborate on said bullshit?Frank wrote:Magic of Incarnum was basically a straight up focus group pitch. It's an honest attempt to fix the magic item problems with wealth-by-level. It's just not even remotely ready for prime time because it's a fvcking focus group pitch rather than a playtested game. (...) All of the bullshit in MoI is simply because it's a first draft.
That, and, of course, the fact that, thinking both the PHB barbarian and the totemist suffer at high levels, I tried mixing those to see how far the result can hold its own. It's intended to play roughly the same game as the rogue (with prerequisite checking for feats, mind - I know RAW supports otherwise, but probably RAI didn't) or ranger, so to say. Tearing is appreciated - thanks for your time.
Hit Die: d12.
Attack: good.
Fortitude: good.
Reflex/Will: poor.
Class Skills (4 skill points): Autohypnosis, Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (nature), Listen, Profession, Ride, Spot, Survival, Swim.
Soulmelds: 1 + (level / 3).
Essentia: level * 3 / 4.
Binds: (level + 2) / 4.
Class Features
Weapon and Armor Proficiency: A brute is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Meldshaping: As totemist.
Chakra Binds: As totemist.
Rage (Ex): A brute can fly into a rage a certain number of times per day. While raging, a brute cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration, Heal and Profession skills, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
A fit of rage lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A brute may prematurely end his rage. At the end of the rage, the brute loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 18th-level brute, at which point this limitation no longer applies; see below).
A brute can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a brute can do it only during his action, not in response to someone else’s action.
There are three types of rage, based on different aspects of nature. At 1st level, a brute must choose one of them.
Animal Rage (Ex): In an animal rage, a brute temporarily gains a +4 bonus to Strength, 2 temporary hit points per class level, and a +2 bonus on Fortitude and Will saves, but he takes a –2 penalty to Armor Class. Any temporary hit points remaining at the end of the rage disappear. He also gains low-light vision and scent for the duration of the animal rage, which allows him to see twice as far as a normal human in conditions of poor illumination, and detect opponents within 30 feet by sense of smell.
Elemental Fury (Su): In an elemental fury, a brute temporarily gains a +4 bonus to Strength, a +10 feet bonus to speed, and resistance to cold, electricity, and fire equal to his class level. He also gains darkvision out to a range of 60 feet and does not need to breathe for the duration of the elemental fury. Not needing to breathe makes him immune to airborne diseases, inhaled poisons, and at the DM's discretion, certain other forms of gaseous attacks like a belker's smoke claws.
Ki Frenzy (Ex): In a ki frenzy, a brute temporarily gains a +4 bonus to Strength, a +2 bonus to Armor Class, and a +2 bonus on Reflex saves. He may also make one extra attack in a round at his highest base attack bonus (which does not have to be part of a full attack), but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also effects attacks of opportunity he might make before his next turn.
Totem Chakra Bind: As totemist.
Totem's Protection (Ex): As totemist.
Damage Reduction (Ex): At 4th level, a brute gains Damage Reduction. Subtract 1 from the damage the brute takes each time he is dealt damage from a weapon or a natural attack. At 7th level, and every three brute levels thereafter (10th, 13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Unlike most damage reduction, this ability stacks with any flat (—) damage reduction from other sources. For example, a 19th level brute wearing an adamantine breastplate would have a total of damage reduction 7/—.
Rebind Totem Soulmeld (Su): As totemist.
Greater Rage: At 10th level, a brute’s bonuses during a rage improve, depending on which type he selected at 1st level.
Animal Rage (Ex): The brute's bonus to Strength increases to +6, he gains 3 temporary hit points per class level, his bonuses on Fortitude and Will saves increase to +3, and his penalty to Armor Class is reduced to -1. He also gains mettle for the duration of the animal rage.
Elemental Fury (Su): The brute's bonus to Strength increases to +6, his bonus to speed increases to +15 feet, and his darkvision range increases to 90 feet. He also gains the ability to burrow, fly (good maneuverability), and swim at half his land speed for the duration of the elemental fury.
Ki Frenzy (Ex): The brute's bonus to Strength increases to +6, his bonuses to Armor Class and on Reflex saves each increase to +3, and if he makes an extra attack in a round, that attack and all others only take a -1 penalty. He also gains evasion for the duration of the ki frenzy.
Indomitable Will (Ex): As barbarian, except at level 13.
Tireless Rage (Ex): As barbarian, except at level 18.
Mighty Rage: At 19th level, a brute’s bonuses during a rage improve again, depending on which type he selected at 1st level.
Animal Rage (Ex): The brute's bonus to Strength increases to +8, he gains 4 temporary hit points per class level, his bonuses on Fortitude and Will saves increase to +4, and his penalty to Armor Class is eliminated. He also gains improved mettle for the duration of the animal rage.
Elemental Fury (Su): The brute's bonus to Strength increases to +8, his bonus to speed increases to +20 feet, and his darkvision range increases to 120 feet. He also gains the ability to burrow, fly (perfect maneuverability), and swim at his full land speed for the duration of the elemental fury.
Ki Frenzy (Ex): The brute's bonus to Strength increases to +8, his bonuses to Armor Class and on Reflex saves each increase to +4, and if he makes an extra attack in a round, none of his attacks take a penalty. He also gains improved evasion for the duration of the ki frenzy.
Totem Embodiment (Su): As totemist, except at level 19.