SweetRein
First Post
First, the class:
http://pifro.com/tempmove/IncarnistPREVIEW4.pdf
The concept, flavor:
A character who seeks stronger possibilities than the standard mortal realm, or just more, and sees the escapades from the outer planes as the next grasping point. Or perhaps the point to return to.
And with their insight, their research, their will, they grasp out for that power... and take it. Pulling it upon themselves and onto anything around them.
The characters are focused in wrapping themselves in the existence of others. The creatures, the ideas, the physical traits of their selected origin planes.
Mechanically:
The character is designed to conceptually wrap two roles together more selectively (Controller, Leader) without really emphasizing one or the other too much unless they completely focus on such. Further, a significant portion of the idea was to "honor" what Wizard's has done... and then see how the system works if that was done differently. In this case, focusing initially on characters who didn't need to roll to attack - and trying to balance the class to the other PHB classes around that.
There has been a lot of work put in to try to accomplish that, while still providing more to allow other play ideas come up out of the class.
This is my first break in to trying to get a grasp of 4E mechanics on the design side of things.
I have been playing it in a campaign for awhile now, using the response of the GM and my fellow party members in order to try to adjust it and balance it, with as much input as I can find. A significant bit of help came from the posts at the first forum I posted this on (GiantITP), however, I would like to move this over to a forum that actually might be interested.
Aside from that:
PEACH and thank you.
http://pifro.com/tempmove/IncarnistPREVIEW4.pdf
The concept, flavor:
A character who seeks stronger possibilities than the standard mortal realm, or just more, and sees the escapades from the outer planes as the next grasping point. Or perhaps the point to return to.
And with their insight, their research, their will, they grasp out for that power... and take it. Pulling it upon themselves and onto anything around them.
The characters are focused in wrapping themselves in the existence of others. The creatures, the ideas, the physical traits of their selected origin planes.
Mechanically:
The character is designed to conceptually wrap two roles together more selectively (Controller, Leader) without really emphasizing one or the other too much unless they completely focus on such. Further, a significant portion of the idea was to "honor" what Wizard's has done... and then see how the system works if that was done differently. In this case, focusing initially on characters who didn't need to roll to attack - and trying to balance the class to the other PHB classes around that.
There has been a lot of work put in to try to accomplish that, while still providing more to allow other play ideas come up out of the class.
This is my first break in to trying to get a grasp of 4E mechanics on the design side of things.
I have been playing it in a campaign for awhile now, using the response of the GM and my fellow party members in order to try to adjust it and balance it, with as much input as I can find. A significant bit of help came from the posts at the first forum I posted this on (GiantITP), however, I would like to move this over to a forum that actually might be interested.
Aside from that:
PEACH and thank you.
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