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Posted: Fri Nov 27, 2009 4:09 pm
by Judging__Eagle
Lord of Death, Tyrant, Monster Rancher, Bureaucrat and Army of Demons ended up
whoa, whoa, whoa, whoa, whoa.... what?

I not only have never heard about these, ever, but I didn't even realize that these feats were meant to exist

Posted: Sat Nov 28, 2009 4:54 am
by Koumei
Giant-sized Soulmeld:

Overfiend: the character is permanently surrounded by an Evard's Black Tentacles effect, but is excluded from the area - merely everyone else is grappled and harmed. When he moves, the area moves, however it will carry any successfully grappled individuals with it.

...well I tried to not reference tentacle rape. I almost succeeded, too.

Posted: Fri Dec 04, 2009 10:57 pm
by Surgo
A lot of times things just say "level" -- do they mean Class Level or Character Level?

Posted: Sat Dec 05, 2009 7:28 am
by CatharzGodfoot
Surgo wrote:A lot of times things just say "level" -- do they mean Class Level or Character Level?
I'm guessing character, unless it's an ability gained 'at level x'.

Posted: Sat Dec 05, 2009 8:36 pm
by Surgo
I uploaded this to the wiki: here.

I edited it a bit (no mechanical changes) to make it more readable, imo.

Posted: Sat Dec 05, 2009 8:57 pm
by Avoraciopoctules
Judging__Eagle wrote:
Lord of Death, Tyrant, Monster Rancher, Bureaucrat and Army of Demons ended up
whoa, whoa, whoa, whoa, whoa.... what?

I not only have never heard about these, ever, but I didn't even realize that these feats were meant to exist
http://tgdmb.com/viewtopic.php?t=50544

Posted: Sun Dec 06, 2009 2:28 am
by Aktariel
Sure, but that post is dated a day after J_E said he had never heard of or seen them.

Posted: Mon Dec 07, 2009 9:42 pm
by Surgo
Frostburn is an overall terrible spell -- it seems like a waste of an action for a giant-sized soulmeld. I mean, at least dessicate fatigues whoever you cast it on.

Posted: Mon Dec 07, 2009 9:57 pm
by Username17
Surgo wrote:Frostburn is an overall terrible spell -- it seems like a waste of an action for a giant-sized soulmeld. I mean, at least dessicate fatigues whoever you cast it on.
According to the rules in It's Cold Outside, frostburn causes fatigue and a -2 Dexterity penalty if it causes any damage.

-Username17

Posted: Mon Dec 07, 2009 10:04 pm
by Surgo
Whoa, missed that bit badly. Nevermind!

Posted: Tue Dec 08, 2009 12:54 am
by Judging__Eagle
Aktariel wrote:Sure, but that post is dated a day after J_E said he had never heard of or seen them.
Also... I read and replied to that thread the day it was posted. >_> I'm the 4th response.

Posted: Tue Dec 08, 2009 9:48 pm
by Surgo
Anyway to enhance the Soulblade with, like, Ruinous (Book of Gears) or something?

I'm playing one of these at high levels in a game, it looks like a pretty fun and tactically interesting character so far.

Posted: Wed Dec 09, 2009 4:34 am
by Username17
I think some of the higher end powers are supposed to say that they need to be used with the soulblade and forget to mention that. So you're in essence getting some powers on your soulblade as you level up in Soulborn. But I also rather imagined at some point throwing in some Incarnum Feats. And improving one's soulblade butchery seems pretty natural.

-Username17

Posted: Wed Dec 09, 2009 2:23 pm
by Surgo
Well, if any Incarnum feats get made, I happily look forward to them. My guy seems pretty effective so far, at least. I'll let everybody know how it works out.

Posted: Mon Dec 14, 2009 8:43 pm
by Surgo
That game finally started, so I can see how effective my guy is.

I borrowed this from the Monk; not sure if it's too strong or too weak but it's certainly not as applicable as the Monk's is.

Astounding Soulmelds
* Forceful: Any opponent you affect with your soulfire is affected by the violent thrust version of telekinesis (no saving throw).

Posted: Tue Dec 22, 2009 7:12 am
by Sunwitch
How's this for an Astounding effect?

Soul Anchor: Once per minute, if any opponent you affect with your soulfire attempts to take any action other than movement within the next minute, it must make a fort save (CHA-based) or die after taking that action. If this save is made, the effect wears off and they don't have to save again unless they get hit with The Blue again. This is a [Death] effect.

EDIT: A few nerfs added.

Posted: Tue Dec 22, 2009 8:25 pm
by Surgo
I feel like there's not much point in Prism when you have that one.

Posted: Tue Dec 22, 2009 8:46 pm
by Sunwitch
Well, Prism applies to every attack whereas you can't really do that with a limited per-day ability, plus it's a [Death] effect, and you can't affect someone with it more than once per round due to it not being resolved until they next take action, but yeah, I'm trying to think of some kind of limitation to stick on it for that reason. It really doesn't stand up to the giant-sizes at all.

Posted: Wed Jan 06, 2010 7:52 pm
by Lokathor
So if I wanted a way to switch out soulmelds faster (as a Full-Round Action), would that be appropriate as a feat?

Posted: Wed Jan 06, 2010 8:06 pm
by Username17
Lokathor wrote:So if I wanted a way to switch out soulmelds faster (as a Full-Round Action), would that be appropriate as a feat?
Sure.

-Username17

Posted: Sun Jun 06, 2010 7:35 pm
by Korwin
FrankTrollman wrote:
  • Bolt of Agony: As a standard action, the Soulborn can shoot bolts of soulfire at things within 60'. It's a ranged touch attack that inflicts a d10 of Force damage and forces the target to make a Fortitude Save (DC 8 + 1/2 level + Charisma Modifier) or be dazed for 1 round.

    ... snip ...
  • Startling Power: Once per turn, the Soulborn can force a target they have just struck for damage with a melee weapon to make a Fortitude Save (DC 9 + 1/2 level + Charisma Modifier) or become dazed for one turn.

Are those nonstandard DC's typos or correct?

Posted: Mon Jun 07, 2010 9:12 am
by Username17
Korwin wrote:
FrankTrollman wrote:
  • Bolt of Agony: As a standard action, the Soulborn can shoot bolts of soulfire at things within 60'. It's a ranged touch attack that inflicts a d10 of Force damage and forces the target to make a Fortitude Save (DC 8 + 1/2 level + Charisma Modifier) or be dazed for 1 round.

    ... snip ...
  • Startling Power: Once per turn, the Soulborn can force a target they have just struck for damage with a melee weapon to make a Fortitude Save (DC 9 + 1/2 level + Charisma Modifier) or become dazed for one turn.

Are those nonstandard DC's typos or correct?
Those are correct. It's a Save DC with a penalty because it's a pretty vicious and cheap stunlock.

-Username17

Posted: Fri Dec 27, 2013 10:33 pm
by ubernoob
Level six seems to be way too good of a level for soulborns. You get the +6 effect of Combat feats, access to Large Size if you are an aasimar/tiefling, learn two more Better Soulmelds, and get Endless Smiting.

That seems way more than an extra cast of Solid Fog per day (ignoring prestige classes, but mindbender for telepathy is probably the best PrC ability a level six caster could have).

I don't really feel any one ability is out of line, but the whole package seems like a gigantic power spike at level six. Maybe switch out Soul Arrow with Endless Smiting? Obviously in the levels 6-10 range, we're approaching rocket launcher tag, but it seems that most of the power in those levels is gained at level 6 with level 8 basically getting a joke ability (1 force damage when hit by an enemy).

TLDR: Don't really disagree with any specific ability, but levels 5 and 6 seem really heavily loaded with powerful abilities while levels 7 and 8 hardly add anything new. Maybe shuffle some of those abilities back and move endless smite deeper in the class.

Posted: Sun Jan 05, 2014 6:48 am
by RadiantPhoenix
So, I have a question: What does a soulborn in single-digit levels do outside combat if they don't take the outsider-summoning soulmeld at level 9?

Posted: Sun Jan 05, 2014 7:32 am
by ubernoob
RadiantPhoenix wrote:So, I have a question: What does a soulborn in single-digit levels do outside combat if they don't take the outsider-summoning soulmeld at level 9?
4+int skills, charisma as a core stat means he's probably your party face. On top of that:
It takes 1 minute of meditation to change which Soulmelds are available
You can take off one of your combat soulmelds to access the following effects as long as you think you'll have the minute to change before and after.
Enhancement Bonus to a Skill other than Use Magic Device (Level + 2)
This may not seem like a lot, but it will make the soulborn good at face skills when they put on their face soulmelds as well as spellcraft for arcane sight.
Levitation: The character can hover in the air as per the effects of the spell levitate.
Wall Walking: The Soulborn can be attracted to any surface as if to the ground, allowing them to walk or run on walls and ceilings.
I'm sure you can find some silly things to do with these.
Animal Summoning: Once per day per Charisma modifier, the Soulborn can summon an animal with a CR half their own or less as a Standard Action. The summoned creature lasts 10 rounds.
AKA mundane trapfinding.
Silence: The Soulborn can cast silence on themselves at will. Each silence effect lasts until they dismiss it or the Soulmeld is swapped out, but they may only have one silence effect active at one time.
Stealth.
Arcane Sight (Su): At 3rd level, a Soulborn benefits at all times from Arcane Sight.
AKA magical trapfinding.

And that's all just levels 1-4. Continuing.
Winged Flight: The Soulborn is held aloft on energy wings or something, and gains a Flight speed equal to twice their land speed with Average Maneuverability.
I don't need to explain that this is useful.
Invisibility: The Soulborn can become invisible as per the spell invisibility as a Swift Action at will.
Stealth.
X-Ray Vision: The Soulborn can see through things like they had a Ring of X-Ray Vision.
More trapfinding.
Blind Sight: The character has Blindsight out to 60'
See through illusions.

Now, not every soulborn will have all of the soulmelds I listed, but they should have at least a few of them (you know Level+1 soulmelds total and can only have active soulmelds up to your chakra limit, so even if you design a "Combat set" of soulmelds that you use to stomp face, you can trade every single one of those soulmelds out for a utility soulmeld whenever you want.


But yeah, reasonably a soulborn can basically sweep for traps, use social skills (again, +skill soulmeld will make them pretty effective), stealth (silence+invisibility), and fly around like superman.

I wouldn't say that a soulborn has more out of combat utility than a caster, but they definitely have more than pretty much every other melee class we write even here in tomeland.